summaryrefslogtreecommitdiffstats
path: root/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp')
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp3088
1 files changed, 1988 insertions, 1100 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp
index 430576b318..bf44cbb5d2 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp
@@ -12,6 +12,7 @@
#include "common/utilities.h"
#include "libANGLE/Buffer.h"
#include "libANGLE/Config.h"
+#include "libANGLE/Context.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/Image.h"
#include "libANGLE/Surface.h"
@@ -21,8 +22,8 @@
#include "libANGLE/renderer/d3d/BufferD3D.h"
#include "libANGLE/renderer/d3d/EGLImageD3D.h"
#include "libANGLE/renderer/d3d/ImageD3D.h"
-#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/SurfaceD3D.h"
#include "libANGLE/renderer/d3d/TextureStorage.h"
@@ -32,26 +33,24 @@ namespace rx
namespace
{
-gl::Error GetUnpackPointer(const gl::PixelUnpackState &unpack, const uint8_t *pixels,
- ptrdiff_t layerOffset, const uint8_t **pointerOut)
+gl::Error GetUnpackPointer(const gl::Context *context,
+ const gl::PixelUnpackState &unpack,
+ gl::Buffer *unpackBuffer,
+ const uint8_t *pixels,
+ ptrdiff_t layerOffset,
+ const uint8_t **pointerOut)
{
- if (unpack.pixelBuffer.id() != 0)
+ if (unpackBuffer)
{
// Do a CPU readback here, if we have an unpack buffer bound and the fast GPU path is not supported
- gl::Buffer *pixelBuffer = unpack.pixelBuffer.get();
ptrdiff_t offset = reinterpret_cast<ptrdiff_t>(pixels);
// TODO: this is the only place outside of renderer that asks for a buffers raw data.
// This functionality should be moved into renderer and the getData method of BufferImpl removed.
- BufferD3D *bufferD3D = GetImplAs<BufferD3D>(pixelBuffer);
+ BufferD3D *bufferD3D = GetImplAs<BufferD3D>(unpackBuffer);
ASSERT(bufferD3D);
- const uint8_t *bufferData = NULL;
- gl::Error error = bufferD3D->getData(&bufferData);
- if (error.isError())
- {
- return error;
- }
-
+ const uint8_t *bufferData = nullptr;
+ ANGLE_TRY(bufferD3D->getData(context, &bufferData));
*pointerOut = bufferData + offset;
}
else
@@ -65,7 +64,7 @@ gl::Error GetUnpackPointer(const gl::PixelUnpackState &unpack, const uint8_t *pi
*pointerOut += layerOffset;
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
bool IsRenderTargetUsage(GLenum usage)
@@ -75,41 +74,66 @@ bool IsRenderTargetUsage(GLenum usage)
}
-TextureD3D::TextureD3D(RendererD3D *renderer)
- : mRenderer(renderer),
- mUsage(GL_NONE),
+TextureD3D::TextureD3D(const gl::TextureState &state, RendererD3D *renderer)
+ : TextureImpl(state),
+ mRenderer(renderer),
mDirtyImages(true),
mImmutable(false),
- mTexStorage(NULL)
+ mTexStorage(nullptr),
+ mBaseLevel(0)
{
}
TextureD3D::~TextureD3D()
{
+ ASSERT(!mTexStorage);
}
-gl::Error TextureD3D::getNativeTexture(TextureStorage **outStorage)
+gl::Error TextureD3D::getNativeTexture(const gl::Context *context, TextureStorage **outStorage)
{
// ensure the underlying texture is created
- gl::Error error = initializeStorage(false);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(initializeStorage(context, false));
if (mTexStorage)
{
- error = updateStorage();
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorage(context));
}
ASSERT(outStorage);
*outStorage = mTexStorage;
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
+}
+
+gl::Error TextureD3D::getImageAndSyncFromStorage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ ImageD3D **outImage)
+{
+ ImageD3D *image = getImage(index);
+ if (mTexStorage && mTexStorage->isRenderTarget())
+ {
+ ANGLE_TRY(image->copyFromTexStorage(context, index, mTexStorage));
+ mDirtyImages = true;
+ }
+ *outImage = image;
+ return gl::NoError();
+}
+
+GLint TextureD3D::getLevelZeroWidth() const
+{
+ ASSERT(gl::CountLeadingZeros(static_cast<uint32_t>(getBaseLevelWidth())) > getBaseLevel());
+ return getBaseLevelWidth() << mBaseLevel;
+}
+
+GLint TextureD3D::getLevelZeroHeight() const
+{
+ ASSERT(gl::CountLeadingZeros(static_cast<uint32_t>(getBaseLevelHeight())) > getBaseLevel());
+ return getBaseLevelHeight() << mBaseLevel;
+}
+
+GLint TextureD3D::getLevelZeroDepth() const
+{
+ return getBaseLevelDepth();
}
GLint TextureD3D::getBaseLevelWidth() const
@@ -139,6 +163,27 @@ GLenum TextureD3D::getBaseLevelInternalFormat() const
return (baseImage ? baseImage->getInternalFormat() : GL_NONE);
}
+gl::Error TextureD3D::setStorage(const gl::Context *context,
+ GLenum target,
+ size_t levels,
+ GLenum internalFormat,
+ const gl::Extents &size)
+{
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+gl::Error TextureD3D::setStorageMultisample(const gl::Context *context,
+ GLenum target,
+ GLsizei samples,
+ GLint internalFormat,
+ const gl::Extents &size,
+ bool fixedSampleLocations)
+{
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
bool TextureD3D::shouldUseSetData(const ImageD3D *image) const
{
if (!mRenderer->getWorkarounds().setDataFasterThanImageUpload)
@@ -146,7 +191,12 @@ bool TextureD3D::shouldUseSetData(const ImageD3D *image) const
return false;
}
- gl::InternalFormat internalFormat = gl::GetInternalFormatInfo(image->getInternalFormat());
+ if (image->isDirty())
+ {
+ return false;
+ }
+
+ gl::InternalFormat internalFormat = gl::GetSizedInternalFormatInfo(image->getInternalFormat());
// We can only handle full updates for depth-stencil textures, so to avoid complications
// disable them entirely.
@@ -159,173 +209,166 @@ bool TextureD3D::shouldUseSetData(const ImageD3D *image) const
return (mTexStorage && !internalFormat.compressed);
}
-gl::Error TextureD3D::setImageImpl(const gl::ImageIndex &index,
+gl::Error TextureD3D::setImageImpl(const gl::Context *context,
+ const gl::ImageIndex &index,
GLenum type,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels,
ptrdiff_t layerOffset)
{
ImageD3D *image = getImage(index);
+ gl::Buffer *unpackBuffer =
+ context->getGLState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
ASSERT(image);
// No-op
if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0)
{
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
// We no longer need the "GLenum format" parameter to TexImage to determine what data format "pixels" contains.
// From our image internal format we know how many channels to expect, and "type" gives the format of pixel's components.
- const uint8_t *pixelData = NULL;
- gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData);
- if (error.isError())
- {
- return error;
- }
+ const uint8_t *pixelData = nullptr;
+ ANGLE_TRY(GetUnpackPointer(context, unpack, unpackBuffer, pixels, layerOffset, &pixelData));
if (pixelData != nullptr)
{
if (shouldUseSetData(image))
{
- error = mTexStorage->setData(index, image, NULL, type, unpack, pixelData);
+ ANGLE_TRY(
+ mTexStorage->setData(context, index, image, nullptr, type, unpack, pixelData));
}
else
{
gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth());
- error = image->loadData(fullImageArea, unpack, type, pixelData);
- }
-
- if (error.isError())
- {
- return error;
+ ANGLE_TRY(
+ image->loadData(context, fullImageArea, unpack, type, pixelData, index.is3D()));
}
mDirtyImages = true;
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D::subImage(const gl::ImageIndex &index, const gl::Box &area, GLenum format, GLenum type,
- const gl::PixelUnpackState &unpack, const uint8_t *pixels, ptrdiff_t layerOffset)
+gl::Error TextureD3D::subImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Box &area,
+ GLenum format,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels,
+ ptrdiff_t layerOffset)
{
// CPU readback & copy where direct GPU copy is not supported
- const uint8_t *pixelData = NULL;
- gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData);
- if (error.isError())
- {
- return error;
- }
+ const uint8_t *pixelData = nullptr;
+ gl::Buffer *unpackBuffer =
+ context->getGLState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
+ ANGLE_TRY(GetUnpackPointer(context, unpack, unpackBuffer, pixels, layerOffset, &pixelData));
- if (pixelData != NULL)
+ if (pixelData != nullptr)
{
ImageD3D *image = getImage(index);
ASSERT(image);
if (shouldUseSetData(image))
{
- return mTexStorage->setData(index, image, &area, type, unpack, pixelData);
- }
-
- error = image->loadData(area, unpack, type, pixelData);
- if (error.isError())
- {
- return error;
- }
-
- error = commitRegion(index, area);
- if (error.isError())
- {
- return error;
+ return mTexStorage->setData(context, index, image, &area, type, unpack, pixelData);
}
+ ANGLE_TRY(image->loadData(context, area, unpack, type, pixelData, index.is3D()));
+ ANGLE_TRY(commitRegion(context, index, area));
mDirtyImages = true;
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D::setCompressedImageImpl(const gl::ImageIndex &index,
+gl::Error TextureD3D::setCompressedImageImpl(const gl::Context *context,
+ const gl::ImageIndex &index,
const gl::PixelUnpackState &unpack,
const uint8_t *pixels,
ptrdiff_t layerOffset)
{
- // We no longer need the "GLenum format" parameter to TexImage to determine what data format "pixels" contains.
- // From our image internal format we know how many channels to expect, and "type" gives the format of pixel's components.
- const uint8_t *pixelData = NULL;
- gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData);
- if (error.isError())
+ ImageD3D *image = getImage(index);
+ ASSERT(image);
+
+ if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0)
{
- return error;
+ return gl::NoError();
}
- if (pixelData != NULL)
- {
- ImageD3D *image = getImage(index);
- ASSERT(image);
+ // We no longer need the "GLenum format" parameter to TexImage to determine what data format "pixels" contains.
+ // From our image internal format we know how many channels to expect, and "type" gives the format of pixel's components.
+ const uint8_t *pixelData = nullptr;
+ gl::Buffer *unpackBuffer =
+ context->getGLState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
+ ANGLE_TRY(GetUnpackPointer(context, unpack, unpackBuffer, pixels, layerOffset, &pixelData));
+ if (pixelData != nullptr)
+ {
gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth());
- error = image->loadCompressedData(fullImageArea, pixelData);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(image->loadCompressedData(context, fullImageArea, pixelData));
mDirtyImages = true;
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D::subImageCompressed(const gl::ImageIndex &index, const gl::Box &area, GLenum format,
- const gl::PixelUnpackState &unpack, const uint8_t *pixels,
+gl::Error TextureD3D::subImageCompressed(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Box &area,
+ GLenum format,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels,
ptrdiff_t layerOffset)
{
- const uint8_t *pixelData = NULL;
- gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData);
- if (error.isError())
- {
- return error;
- }
+ const uint8_t *pixelData = nullptr;
+ gl::Buffer *unpackBuffer =
+ context->getGLState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
+ ANGLE_TRY(GetUnpackPointer(context, unpack, unpackBuffer, pixels, layerOffset, &pixelData));
- if (pixelData != NULL)
+ if (pixelData != nullptr)
{
ImageD3D *image = getImage(index);
ASSERT(image);
- error = image->loadCompressedData(area, pixelData);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(image->loadCompressedData(context, area, pixelData));
mDirtyImages = true;
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-bool TextureD3D::isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat)
+bool TextureD3D::isFastUnpackable(const gl::Buffer *unpackBuffer, GLenum sizedInternalFormat)
{
- return unpack.pixelBuffer.id() != 0 && mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat);
+ return unpackBuffer != nullptr &&
+ mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat);
}
-gl::Error TextureD3D::fastUnpackPixels(const gl::PixelUnpackState &unpack, const uint8_t *pixels, const gl::Box &destArea,
- GLenum sizedInternalFormat, GLenum type, RenderTargetD3D *destRenderTarget)
+gl::Error TextureD3D::fastUnpackPixels(const gl::Context *context,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels,
+ const gl::Box &destArea,
+ GLenum sizedInternalFormat,
+ GLenum type,
+ RenderTargetD3D *destRenderTarget)
{
if (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 ||
unpack.skipImages != 0)
{
// TODO(jmadill): additional unpack parameters
UNIMPLEMENTED();
- return gl::Error(GL_INVALID_OPERATION,
- "Unimplemented pixel store parameters in fastUnpackPixels");
+ return gl::InternalError() << "Unimplemented pixel store parameters in fastUnpackPixels";
}
// No-op
if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0)
{
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
// In order to perform the fast copy through the shader, we must have the right format, and be able
@@ -334,18 +377,17 @@ gl::Error TextureD3D::fastUnpackPixels(const gl::PixelUnpackState &unpack, const
uintptr_t offset = reinterpret_cast<uintptr_t>(pixels);
- gl::Error error = mRenderer->fastCopyBufferToTexture(unpack, static_cast<unsigned int>(offset), destRenderTarget, sizedInternalFormat, type, destArea);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(mRenderer->fastCopyBufferToTexture(context, unpack, static_cast<unsigned int>(offset),
+ destRenderTarget, sizedInternalFormat, type,
+ destArea));
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
GLint TextureD3D::creationLevels(GLsizei width, GLsizei height, GLsizei depth) const
{
- if ((gl::isPow2(width) && gl::isPow2(height) && gl::isPow2(depth)) || mRenderer->getRendererExtensions().textureNPOT)
+ if ((gl::isPow2(width) && gl::isPow2(height) && gl::isPow2(depth)) ||
+ mRenderer->getNativeExtensions().textureNPOT)
{
// Maximum number of levels
return gl::log2(std::max(std::max(width, height), depth)) + 1;
@@ -357,11 +399,6 @@ GLint TextureD3D::creationLevels(GLsizei width, GLsizei height, GLsizei depth) c
}
}
-int TextureD3D::mipLevels() const
-{
- return gl::log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1;
-}
-
TextureStorage *TextureD3D::getStorage()
{
ASSERT(mTexStorage);
@@ -370,72 +407,60 @@ TextureStorage *TextureD3D::getStorage()
ImageD3D *TextureD3D::getBaseLevelImage() const
{
- return getImage(getImageIndex(0, 0));
+ if (mBaseLevel >= gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ return nullptr;
+ }
+ return getImage(getImageIndex(mBaseLevel, 0));
}
-gl::Error TextureD3D::generateMipmaps(const gl::TextureState &textureState)
+gl::Error TextureD3D::setImageExternal(const gl::Context *context,
+ GLenum target,
+ egl::Stream *stream,
+ const egl::Stream::GLTextureDescription &desc)
{
- GLint mipCount = mipLevels();
+ // Only external images can accept external textures
+ UNREACHABLE();
+ return gl::InternalError();
+}
- if (mipCount == 1)
- {
- return gl::Error(GL_NO_ERROR); // no-op
- }
+gl::Error TextureD3D::generateMipmap(const gl::Context *context)
+{
+ const GLuint baseLevel = mState.getEffectiveBaseLevel();
+ const GLuint maxLevel = mState.getMipmapMaxLevel();
+ ASSERT(maxLevel > baseLevel); // Should be checked before calling this.
if (mTexStorage && mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
// Switch to using the mipmapped texture.
- TextureStorage *textureStorage = NULL;
- gl::Error error = getNativeTexture(&textureStorage);
- if (error.isError())
- {
- return error;
- }
-
- error = textureStorage->useLevelZeroWorkaroundTexture(false);
- if (error.isError())
- {
- return error;
- }
+ TextureStorage *textureStorage = nullptr;
+ ANGLE_TRY(getNativeTexture(context, &textureStorage));
+ ANGLE_TRY(textureStorage->useLevelZeroWorkaroundTexture(context, false));
}
// Set up proper mipmap chain in our Image array.
- initMipmapsImages();
+ ANGLE_TRY(initMipmapImages(context));
if (mTexStorage && mTexStorage->supportsNativeMipmapFunction())
{
- gl::Error error = updateStorage();
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorage(context));
// Generate the mipmap chain using the ad-hoc DirectX function.
- error = mRenderer->generateMipmapsUsingD3D(mTexStorage, textureState);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(mRenderer->generateMipmapUsingD3D(context, mTexStorage, mState));
}
else
{
// Generate the mipmap chain, one level at a time.
- gl::Error error = generateMipmapsUsingImages();
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(generateMipmapUsingImages(context, maxLevel));
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D::generateMipmapsUsingImages()
+gl::Error TextureD3D::generateMipmapUsingImages(const gl::Context *context, const GLuint maxLevel)
{
- GLint mipCount = mipLevels();
-
// We know that all layers have the same dimension, for the texture to be complete
- GLint layerCount = static_cast<GLint>(getLayerCount(0));
+ GLint layerCount = static_cast<GLint>(getLayerCount(mBaseLevel));
// When making mipmaps with the setData workaround enabled, the texture storage has
// the image data already. For non-render-target storage, we have to pull it out into
@@ -447,23 +472,15 @@ gl::Error TextureD3D::generateMipmapsUsingImages()
// Copy from the storage mip 0 to Image mip 0
for (GLint layer = 0; layer < layerCount; ++layer)
{
- gl::ImageIndex srcIndex = getImageIndex(0, layer);
+ gl::ImageIndex srcIndex = getImageIndex(mBaseLevel, layer);
ImageD3D *image = getImage(srcIndex);
- gl::Error error = image->copyFromTexStorage(srcIndex, mTexStorage);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(image->copyFromTexStorage(context, srcIndex, mTexStorage));
}
}
else
{
- gl::Error error = updateStorage();
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorage(context));
}
}
@@ -476,7 +493,7 @@ gl::Error TextureD3D::generateMipmapsUsingImages()
for (GLint layer = 0; layer < layerCount; ++layer)
{
- for (GLint mip = 1; mip < mipCount; ++mip)
+ for (GLuint mip = mBaseLevel + 1; mip <= maxLevel; ++mip)
{
ASSERT(getLayerCount(mip) == layerCount);
@@ -486,30 +503,25 @@ gl::Error TextureD3D::generateMipmapsUsingImages()
if (renderableStorage)
{
// GPU-side mipmapping
- gl::Error error = mTexStorage->generateMipmap(sourceIndex, destIndex);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(mTexStorage->generateMipmap(context, sourceIndex, destIndex));
}
else
{
// CPU-side mipmapping
- gl::Error error = mRenderer->generateMipmap(getImage(destIndex), getImage(sourceIndex));
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(
+ mRenderer->generateMipmap(context, getImage(destIndex), getImage(sourceIndex)));
}
}
}
+ mDirtyImages = true;
+
if (mTexStorage)
{
- updateStorage();
+ ANGLE_TRY(updateStorage(context));
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
bool TextureD3D::isBaseImageZeroSize() const
@@ -531,7 +543,7 @@ bool TextureD3D::isBaseImageZeroSize() const
return true;
}
- if (baseImage->getTarget() == GL_TEXTURE_2D_ARRAY && getLayerCount(0) <= 0)
+ if (baseImage->getTarget() == GL_TEXTURE_2D_ARRAY && getLayerCount(getBaseLevel()) <= 0)
{
return true;
}
@@ -539,12 +551,16 @@ bool TextureD3D::isBaseImageZeroSize() const
return false;
}
-gl::Error TextureD3D::ensureRenderTarget()
+gl::Error TextureD3D::ensureRenderTarget(const gl::Context *context)
{
- gl::Error error = initializeStorage(true);
- if (error.isError())
+ ANGLE_TRY(initializeStorage(context, true));
+
+ // initializeStorage can fail with NoError if the texture is not complete. This is not
+ // an error for incomplete sampling, but it is a big problem for rendering.
+ if (!mTexStorage)
{
- return error;
+ UNREACHABLE();
+ return gl::InternalError() << "Cannot render to incomplete texture.";
}
if (!isBaseImageZeroSize())
@@ -552,94 +568,210 @@ gl::Error TextureD3D::ensureRenderTarget()
ASSERT(mTexStorage);
if (!mTexStorage->isRenderTarget())
{
- TextureStorage *newRenderTargetStorage = NULL;
- error = createCompleteStorage(true, &newRenderTargetStorage);
- if (error.isError())
- {
- return error;
- }
+ TexStoragePointer newRenderTargetStorage(context);
+ ANGLE_TRY(createCompleteStorage(true, &newRenderTargetStorage));
- error = mTexStorage->copyToStorage(newRenderTargetStorage);
- if (error.isError())
- {
- SafeDelete(newRenderTargetStorage);
- return error;
- }
-
- error = setCompleteTexStorage(newRenderTargetStorage);
- if (error.isError())
- {
- SafeDelete(newRenderTargetStorage);
- return error;
- }
+ ANGLE_TRY(mTexStorage->copyToStorage(context, newRenderTargetStorage.get()));
+ ANGLE_TRY(setCompleteTexStorage(context, newRenderTargetStorage.get()));
+ newRenderTargetStorage.release();
}
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
bool TextureD3D::canCreateRenderTargetForImage(const gl::ImageIndex &index) const
{
+ if (index.type == GL_TEXTURE_2D_MULTISAMPLE)
+ return true;
+
ImageD3D *image = getImage(index);
+ ASSERT(image);
bool levelsComplete = (isImageComplete(index) && isImageComplete(getImageIndex(0, 0)));
return (image->isRenderableFormat() && levelsComplete);
}
-gl::Error TextureD3D::commitRegion(const gl::ImageIndex &index, const gl::Box &region)
+gl::Error TextureD3D::commitRegion(const gl::Context *context,
+ const gl::ImageIndex &index,
+ const gl::Box &region)
{
if (mTexStorage)
{
ASSERT(isValidIndex(index));
ImageD3D *image = getImage(index);
- gl::Error error = image->copyToStorage(mTexStorage, index, region);
- if (error.isError())
- {
- return error;
- }
-
+ ANGLE_TRY(image->copyToStorage(context, mTexStorage, index, region));
image->markClean();
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D::getAttachmentRenderTarget(const gl::FramebufferAttachment::Target &target,
+gl::Error TextureD3D::getAttachmentRenderTarget(const gl::Context *context,
+ GLenum /*binding*/,
+ const gl::ImageIndex &imageIndex,
FramebufferAttachmentRenderTarget **rtOut)
{
RenderTargetD3D *rtD3D = nullptr;
- gl::Error error = getRenderTarget(target.textureIndex(), &rtD3D);
+ gl::Error error = getRenderTarget(context, imageIndex, &rtD3D);
*rtOut = static_cast<FramebufferAttachmentRenderTarget *>(rtD3D);
return error;
}
-TextureD3D_2D::TextureD3D_2D(RendererD3D *renderer)
- : TextureD3D(renderer)
+gl::Error TextureD3D::setBaseLevel(const gl::Context *context, GLuint baseLevel)
+{
+ const int oldStorageWidth = std::max(1, getLevelZeroWidth());
+ const int oldStorageHeight = std::max(1, getLevelZeroHeight());
+ const int oldStorageDepth = std::max(1, getLevelZeroDepth());
+ const int oldStorageFormat = getBaseLevelInternalFormat();
+ mBaseLevel = baseLevel;
+
+ // When the base level changes, the texture storage might not be valid anymore, since it could
+ // have been created based on the dimensions of the previous specified level range.
+ const int newStorageWidth = std::max(1, getLevelZeroWidth());
+ const int newStorageHeight = std::max(1, getLevelZeroHeight());
+ const int newStorageDepth = std::max(1, getLevelZeroDepth());
+ const int newStorageFormat = getBaseLevelInternalFormat();
+ if (mTexStorage &&
+ (newStorageWidth != oldStorageWidth || newStorageHeight != oldStorageHeight ||
+ newStorageDepth != oldStorageDepth || newStorageFormat != oldStorageFormat))
+ {
+ markAllImagesDirty();
+ ANGLE_TRY(releaseTexStorage(context));
+ }
+
+ return gl::NoError();
+}
+
+void TextureD3D::syncState(const gl::Texture::DirtyBits &dirtyBits)
+{
+ // TODO(geofflang): Use dirty bits
+}
+
+gl::Error TextureD3D::releaseTexStorage(const gl::Context *context)
+{
+ if (!mTexStorage)
+ {
+ return gl::NoError();
+ }
+ auto err = mTexStorage->onDestroy(context);
+ SafeDelete(mTexStorage);
+ return err;
+}
+
+gl::Error TextureD3D::onDestroy(const gl::Context *context)
+{
+ return releaseTexStorage(context);
+}
+
+gl::Error TextureD3D::initializeContents(const gl::Context *context,
+ const gl::ImageIndex &imageIndexIn)
+{
+ gl::ImageIndex imageIndex = imageIndexIn;
+
+ // Special case for D3D11 3D textures. We can't create render targets for individual layers of a
+ // 3D texture, so force the clear to the entire mip. There shouldn't ever be a case where we
+ // would lose existing data.
+ if (imageIndex.type == GL_TEXTURE_3D)
+ {
+ imageIndex.layerIndex = gl::ImageIndex::ENTIRE_LEVEL;
+ }
+ else if (imageIndex.type == GL_TEXTURE_2D_ARRAY &&
+ imageIndex.layerIndex == gl::ImageIndex::ENTIRE_LEVEL)
+ {
+ GLsizei layerCount = getLayerCount(imageIndex.mipIndex);
+ for (imageIndex.layerIndex = 0; imageIndex.layerIndex < layerCount; ++imageIndex.layerIndex)
+ {
+ ANGLE_TRY(initializeContents(context, imageIndex));
+ }
+ return gl::NoError();
+ }
+
+ // Force image clean.
+ ImageD3D *image = getImage(imageIndex);
+ if (image)
+ {
+ image->markClean();
+ }
+
+ // Fast path: can use a render target clear.
+ if (canCreateRenderTargetForImage(imageIndex))
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+ ASSERT(mTexStorage);
+ RenderTargetD3D *renderTarget = nullptr;
+ ANGLE_TRY(mTexStorage->getRenderTarget(context, imageIndex, &renderTarget));
+ ANGLE_TRY(mRenderer->initRenderTarget(renderTarget));
+ return gl::NoError();
+ }
+
+ // Slow path: non-renderable texture or the texture levels aren't set up.
+ const auto &formatInfo = gl::GetSizedInternalFormatInfo(image->getInternalFormat());
+
+ size_t imageBytes = 0;
+ ANGLE_TRY_RESULT(formatInfo.computeRowPitch(formatInfo.type, image->getWidth(), 1, 0),
+ imageBytes);
+ imageBytes *= image->getHeight() * image->getDepth();
+
+ gl::PixelUnpackState defaultUnpackState;
+
+ angle::MemoryBuffer *zeroBuffer = nullptr;
+ ANGLE_TRY(context->getZeroFilledBuffer(imageBytes, &zeroBuffer));
+ if (shouldUseSetData(image))
+ {
+ ANGLE_TRY(mTexStorage->setData(context, imageIndex, image, nullptr, formatInfo.type,
+ defaultUnpackState, zeroBuffer->data()));
+ }
+ else
+ {
+ gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth());
+ ANGLE_TRY(image->loadData(context, fullImageArea, defaultUnpackState, formatInfo.type,
+ zeroBuffer->data(), false));
+
+ // Force an update to the tex storage so we avoid problems with subImage and dirty regions.
+ if (mTexStorage)
+ {
+ ANGLE_TRY(commitRegion(context, imageIndex, fullImageArea));
+ image->markClean();
+ }
+ else
+ {
+ mDirtyImages = true;
+ }
+ }
+ return gl::NoError();
+}
+
+TextureD3D_2D::TextureD3D_2D(const gl::TextureState &state, RendererD3D *renderer)
+ : TextureD3D(state, renderer)
{
mEGLImageTarget = false;
- for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ for (auto &image : mImageArray)
{
- mImageArray[i] = renderer->createImage();
+ image.reset(renderer->createImage());
}
}
-TextureD3D_2D::~TextureD3D_2D()
+gl::Error TextureD3D_2D::onDestroy(const gl::Context *context)
{
- // Delete the Images before the TextureStorage.
- // Images might be relying on the TextureStorage for some of their data.
- // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
- for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ // Delete the Images before the TextureStorage. Images might be relying on the TextureStorage
+ // for some of their data. If TextureStorage is deleted before the Images, then their data will
+ // be wastefully copied back from the GPU before we delete the Images.
+ for (auto &image : mImageArray)
{
- delete mImageArray[i];
+ image.reset();
}
+ return TextureD3D::onDestroy(context);
+}
- SafeDelete(mTexStorage);
+TextureD3D_2D::~TextureD3D_2D()
+{
}
ImageD3D *TextureD3D_2D::getImage(int level, int layer) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(layer == 0);
- return mImageArray[level];
+ return mImageArray[level].get();
}
ImageD3D *TextureD3D_2D::getImage(const gl::ImageIndex &index) const
@@ -647,7 +779,7 @@ ImageD3D *TextureD3D_2D::getImage(const gl::ImageIndex &index) const
ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(!index.hasLayer());
ASSERT(index.type == GL_TEXTURE_2D);
- return mImageArray[index.mipIndex];
+ return mImageArray[index.mipIndex].get();
}
GLsizei TextureD3D_2D::getLayerCount(int level) const
@@ -682,10 +814,16 @@ GLenum TextureD3D_2D::getInternalFormat(GLint level) const
bool TextureD3D_2D::isDepth(GLint level) const
{
- return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
+ return gl::GetSizedInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
+}
+
+bool TextureD3D_2D::isSRGB(GLint level) const
+{
+ return gl::GetSizedInternalFormatInfo(getInternalFormat(level)).colorEncoding == GL_SRGB;
}
-gl::Error TextureD3D_2D::setImage(GLenum target,
+gl::Error TextureD3D_2D::setImage(const gl::Context *context,
+ GLenum target,
size_t imageLevel,
GLenum internalFormat,
const gl::Extents &size,
@@ -696,33 +834,29 @@ gl::Error TextureD3D_2D::setImage(GLenum target,
{
ASSERT(target == GL_TEXTURE_2D && size.depth == 1);
- GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
bool fastUnpacked = false;
GLint level = static_cast<GLint>(imageLevel);
- redefineImage(level, sizedInternalFormat, size, false);
+ ANGLE_TRY(redefineImage(context, level, internalFormatInfo.sizedInternalFormat, size, false));
gl::ImageIndex index = gl::ImageIndex::Make2D(level);
// Attempt a fast gpu copy of the pixel data to the surface
- if (isFastUnpackable(unpack, sizedInternalFormat) && isLevelComplete(level))
+ gl::Buffer *unpackBuffer =
+ context->getGLState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
+ if (isFastUnpackable(unpackBuffer, internalFormatInfo.sizedInternalFormat) &&
+ isLevelComplete(level))
{
// Will try to create RT storage if it does not exist
- RenderTargetD3D *destRenderTarget = NULL;
- gl::Error error = getRenderTarget(index, &destRenderTarget);
- if (error.isError())
- {
- return error;
- }
+ RenderTargetD3D *destRenderTarget = nullptr;
+ ANGLE_TRY(getRenderTarget(context, index, &destRenderTarget));
gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1);
- error = fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(fastUnpackPixels(context, unpack, pixels, destArea,
+ internalFormatInfo.sizedInternalFormat, type, destRenderTarget));
// Ensure we don't overwrite our newly initialized data
mImageArray[level]->markClean();
@@ -732,17 +866,14 @@ gl::Error TextureD3D_2D::setImage(GLenum target,
if (!fastUnpacked)
{
- gl::Error error = setImageImpl(index, type, unpack, pixels, 0);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(setImageImpl(context, index, type, unpack, pixels, 0));
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_2D::setSubImage(GLenum target,
+gl::Error TextureD3D_2D::setSubImage(const gl::Context *context,
+ GLenum target,
size_t imageLevel,
const gl::Box &area,
GLenum format,
@@ -754,26 +885,26 @@ gl::Error TextureD3D_2D::setSubImage(GLenum target,
GLint level = static_cast<GLint>(imageLevel);
gl::ImageIndex index = gl::ImageIndex::Make2D(level);
- if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level))
- {
- RenderTargetD3D *renderTarget = NULL;
- gl::Error error = getRenderTarget(index, &renderTarget);
- if (error.isError())
- {
- return error;
- }
+ gl::Buffer *unpackBuffer =
+ context->getGLState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
+ if (isFastUnpackable(unpackBuffer, getInternalFormat(level)) && isLevelComplete(level))
+ {
+ RenderTargetD3D *renderTarget = nullptr;
+ ANGLE_TRY(getRenderTarget(context, index, &renderTarget));
ASSERT(!mImageArray[level]->isDirty());
- return fastUnpackPixels(unpack, pixels, area, getInternalFormat(level), type, renderTarget);
+ return fastUnpackPixels(context, unpack, pixels, area, getInternalFormat(level), type,
+ renderTarget);
}
else
{
- return TextureD3D::subImage(index, area, format, type, unpack, pixels, 0);
+ return TextureD3D::subImage(context, index, area, format, type, unpack, pixels, 0);
}
}
-gl::Error TextureD3D_2D::setCompressedImage(GLenum target,
+gl::Error TextureD3D_2D::setCompressedImage(const gl::Context *context,
+ GLenum target,
size_t imageLevel,
GLenum internalFormat,
const gl::Extents &size,
@@ -785,84 +916,120 @@ gl::Error TextureD3D_2D::setCompressedImage(GLenum target,
GLint level = static_cast<GLint>(imageLevel);
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
- redefineImage(level, internalFormat, size, false);
+ ANGLE_TRY(redefineImage(context, level, internalFormat, size, false));
- return setCompressedImageImpl(gl::ImageIndex::Make2D(level), unpack, pixels, 0);
+ return setCompressedImageImpl(context, gl::ImageIndex::Make2D(level), unpack, pixels, 0);
}
-gl::Error TextureD3D_2D::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
- const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels)
+gl::Error TextureD3D_2D::setCompressedSubImage(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ const gl::Box &area,
+ GLenum format,
+ const gl::PixelUnpackState &unpack,
+ size_t imageSize,
+ const uint8_t *pixels)
{
ASSERT(target == GL_TEXTURE_2D && area.depth == 1 && area.z == 0);
gl::ImageIndex index = gl::ImageIndex::Make2D(static_cast<GLint>(level));
- gl::Error error = TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(TextureD3D::subImageCompressed(context, index, area, format, unpack, pixels, 0));
- return commitRegion(index, area);
+ return commitRegion(context, index, area);
}
-gl::Error TextureD3D_2D::copyImage(GLenum target,
+gl::Error TextureD3D_2D::copyImage(const gl::Context *context,
+ GLenum target,
size_t imageLevel,
- const gl::Rectangle &sourceArea,
+ const gl::Rectangle &origSourceArea,
GLenum internalFormat,
const gl::Framebuffer *source)
{
ASSERT(target == GL_TEXTURE_2D);
- GLint level = static_cast<GLint>(imageLevel);
- GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, GL_UNSIGNED_BYTE);
- redefineImage(level, sizedInternalFormat, gl::Extents(sourceArea.width, sourceArea.height, 1),
- false);
+ GLint level = static_cast<GLint>(imageLevel);
+ const gl::InternalFormat &internalFormatInfo =
+ gl::GetInternalFormatInfo(internalFormat, GL_UNSIGNED_BYTE);
+ gl::Extents sourceExtents(origSourceArea.width, origSourceArea.height, 1);
+ ANGLE_TRY(redefineImage(context, level, internalFormatInfo.sizedInternalFormat, sourceExtents,
+ false));
+
+ gl::Extents fbSize = source->getReadColorbuffer()->getSize();
+
+ // Does the read area extend beyond the framebuffer?
+ bool outside = origSourceArea.x < 0 || origSourceArea.y < 0 ||
+ origSourceArea.x + origSourceArea.width > fbSize.width ||
+ origSourceArea.y + origSourceArea.height > fbSize.height;
+
+ // In WebGL mode we need to zero the texture outside the framebuffer.
+ // If we have robust resource init, it was already zeroed by redefineImage() above, otherwise
+ // zero it explicitly.
+ // TODO(fjhenigman): When robust resource is fully implemented look into making it a
+ // prerequisite for WebGL and deleting this code.
+ if (outside &&
+ (context->getExtensions().webglCompatibility || context->isRobustResourceInitEnabled()))
+ {
+ angle::MemoryBuffer *zero;
+ ANGLE_TRY(context->getZeroFilledBuffer(
+ origSourceArea.width * origSourceArea.height * internalFormatInfo.pixelBytes, &zero));
+ gl::PixelUnpackState unpack;
+ unpack.alignment = 1;
+ ANGLE_TRY(setImage(context, target, imageLevel, internalFormat, sourceExtents,
+ internalFormatInfo.format, internalFormatInfo.type, unpack,
+ zero->data()));
+ }
+
+ gl::Rectangle sourceArea;
+ if (!ClipRectangle(origSourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height),
+ &sourceArea))
+ {
+ // Empty source area, nothing to do.
+ return gl::NoError();
+ }
gl::ImageIndex index = gl::ImageIndex::Make2D(level);
- gl::Offset destOffset(0, 0, 0);
+ gl::Offset destOffset(sourceArea.x - origSourceArea.x, sourceArea.y - origSourceArea.y, 0);
// If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders,
// so we should use the non-rendering copy path.
if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
- gl::Error error = mImageArray[level]->copyFromFramebuffer(destOffset, sourceArea, source);
- if (error.isError())
- {
- return error;
- }
-
+ ANGLE_TRY(mImageArray[level]->copyFromFramebuffer(context, destOffset, sourceArea, source));
mDirtyImages = true;
}
else
{
- gl::Error error = ensureRenderTarget();
- if (error.isError())
- {
- return error;
- }
-
- mImageArray[level]->markClean();
+ ANGLE_TRY(ensureRenderTarget(context));
if (sourceArea.width != 0 && sourceArea.height != 0 && isValidLevel(level))
{
- error = mRenderer->copyImage2D(source, sourceArea, internalFormat, destOffset, mTexStorage, level);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorageLevel(context, level));
+ ANGLE_TRY(mRenderer->copyImage2D(context, source, sourceArea, internalFormat,
+ destOffset, mTexStorage, level));
}
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_2D::copySubImage(GLenum target,
+gl::Error TextureD3D_2D::copySubImage(const gl::Context *context,
+ GLenum target,
size_t imageLevel,
- const gl::Offset &destOffset,
- const gl::Rectangle &sourceArea,
+ const gl::Offset &origDestOffset,
+ const gl::Rectangle &origSourceArea,
const gl::Framebuffer *source)
{
- ASSERT(target == GL_TEXTURE_2D && destOffset.z == 0);
+ ASSERT(target == GL_TEXTURE_2D && origDestOffset.z == 0);
+
+ gl::Extents fbSize = source->getReadColorbuffer()->getSize();
+ gl::Rectangle sourceArea;
+ if (!ClipRectangle(origSourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height),
+ &sourceArea))
+ {
+ return gl::NoError();
+ }
+ const gl::Offset destOffset(origDestOffset.x + sourceArea.x - origSourceArea.x,
+ origDestOffset.y + sourceArea.y - origSourceArea.y, 0);
// can only make our texture storage to a render target if level 0 is defined (with a width & height) and
// the current level we're copying to is defined (with appropriate format, width & height)
@@ -874,44 +1041,162 @@ gl::Error TextureD3D_2D::copySubImage(GLenum target,
// so we should use the non-rendering copy path.
if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
- gl::Error error = mImageArray[level]->copyFromFramebuffer(destOffset, sourceArea, source);
- if (error.isError())
+ ANGLE_TRY(mImageArray[level]->copyFromFramebuffer(context, destOffset, sourceArea, source));
+ mDirtyImages = true;
+ }
+ else
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+
+ if (isValidLevel(level))
{
- return error;
+ ANGLE_TRY(updateStorageLevel(context, level));
+ ANGLE_TRY(mRenderer->copyImage2D(context, source, sourceArea,
+ gl::GetUnsizedFormat(getBaseLevelInternalFormat()),
+ destOffset, mTexStorage, level));
}
+ }
+
+ return gl::NoError();
+}
+
+gl::Error TextureD3D_2D::copyTexture(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ GLenum internalFormat,
+ GLenum type,
+ size_t sourceLevel,
+ bool unpackFlipY,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha,
+ const gl::Texture *source)
+{
+ ASSERT(target == GL_TEXTURE_2D);
+
+ GLenum sourceTarget = source->getTarget();
+
+ GLint destLevel = static_cast<GLint>(level);
+
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
+ gl::Extents size(static_cast<int>(source->getWidth(sourceTarget, sourceLevel)),
+ static_cast<int>(source->getHeight(sourceTarget, sourceLevel)), 1);
+ ANGLE_TRY(
+ redefineImage(context, destLevel, internalFormatInfo.sizedInternalFormat, size, false));
+
+ gl::Rectangle sourceRect(0, 0, size.width, size.height);
+ gl::Offset destOffset(0, 0, 0);
+
+ if (!isSRGB(destLevel) && canCreateRenderTargetForImage(gl::ImageIndex::Make2D(destLevel)))
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+ ASSERT(isValidLevel(destLevel));
+ ANGLE_TRY(updateStorageLevel(context, destLevel));
+
+ ANGLE_TRY(mRenderer->copyTexture(context, source, static_cast<GLint>(sourceLevel),
+ sourceRect, internalFormatInfo.format, destOffset,
+ mTexStorage, target, destLevel, unpackFlipY,
+ unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
+ }
+ else
+ {
+ gl::ImageIndex sourceImageIndex = gl::ImageIndex::Make2D(static_cast<GLint>(sourceLevel));
+ TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
+ ImageD3D *sourceImage = nullptr;
+ ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceImageIndex, &sourceImage));
+
+ gl::ImageIndex destImageIndex = gl::ImageIndex::Make2D(static_cast<GLint>(destLevel));
+ ImageD3D *destImage = nullptr;
+ ANGLE_TRY(getImageAndSyncFromStorage(context, destImageIndex, &destImage));
+
+ ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceRect, destOffset,
+ unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
mDirtyImages = true;
+
+ gl::Box destRegion(destOffset, size);
+ ANGLE_TRY(commitRegion(context, destImageIndex, destRegion));
+ }
+
+ return gl::NoError();
+}
+
+gl::Error TextureD3D_2D::copySubTexture(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ const gl::Offset &destOffset,
+ size_t sourceLevel,
+ const gl::Rectangle &sourceArea,
+ bool unpackFlipY,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha,
+ const gl::Texture *source)
+{
+ ASSERT(target == GL_TEXTURE_2D);
+
+ GLint destLevel = static_cast<GLint>(level);
+
+ if (!isSRGB(destLevel) && canCreateRenderTargetForImage(gl::ImageIndex::Make2D(destLevel)))
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+ ASSERT(isValidLevel(destLevel));
+ ANGLE_TRY(updateStorageLevel(context, destLevel));
+
+ ANGLE_TRY(mRenderer->copyTexture(
+ context, source, static_cast<GLint>(sourceLevel), sourceArea,
+ gl::GetUnsizedFormat(getInternalFormat(destLevel)), destOffset, mTexStorage, target,
+ destLevel, unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
}
else
{
- gl::Error error = ensureRenderTarget();
- if (error.isError())
- {
- return error;
- }
+ gl::ImageIndex sourceImageIndex = gl::ImageIndex::Make2D(static_cast<GLint>(sourceLevel));
+ TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
+ ImageD3D *sourceImage = nullptr;
+ ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceImageIndex, &sourceImage));
- if (isValidLevel(level))
- {
- error = updateStorageLevel(level);
- if (error.isError())
- {
- return error;
- }
+ gl::ImageIndex destImageIndex = gl::ImageIndex::Make2D(static_cast<GLint>(destLevel));
+ ImageD3D *destImage = nullptr;
+ ANGLE_TRY(getImageAndSyncFromStorage(context, destImageIndex, &destImage));
- error = mRenderer->copyImage2D(source, sourceArea,
- gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
- destOffset, mTexStorage, level);
- if (error.isError())
- {
- return error;
- }
- }
+ ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceArea, destOffset,
+ unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
+
+ mDirtyImages = true;
+
+ gl::Box destRegion(destOffset.x, destOffset.y, 0, sourceArea.width, sourceArea.height, 1);
+ ANGLE_TRY(commitRegion(context, destImageIndex, destRegion));
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
+}
+
+gl::Error TextureD3D_2D::copyCompressedTexture(const gl::Context *context,
+ const gl::Texture *source)
+{
+ GLenum sourceTarget = source->getTarget();
+ GLint sourceLevel = 0;
+
+ GLint destLevel = 0;
+
+ GLenum sizedInternalFormat =
+ source->getFormat(sourceTarget, sourceLevel).info->sizedInternalFormat;
+ gl::Extents size(static_cast<int>(source->getWidth(sourceTarget, sourceLevel)),
+ static_cast<int>(source->getHeight(sourceTarget, sourceLevel)), 1);
+ ANGLE_TRY(redefineImage(context, destLevel, sizedInternalFormat, size, false));
+
+ ANGLE_TRY(initializeStorage(context, false));
+ ASSERT(mTexStorage);
+
+ ANGLE_TRY(
+ mRenderer->copyCompressedTexture(context, source, sourceLevel, mTexStorage, destLevel));
+
+ return gl::NoError();
}
-gl::Error TextureD3D_2D::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size)
+gl::Error TextureD3D_2D::setStorage(const gl::Context *context,
+ GLenum target,
+ size_t levels,
+ GLenum internalFormat,
+ const gl::Extents &size)
{
ASSERT(GL_TEXTURE_2D && size.depth == 1);
@@ -920,49 +1205,38 @@ gl::Error TextureD3D_2D::setStorage(GLenum target, size_t levels, GLenum interna
gl::Extents levelSize(std::max(1, size.width >> level),
std::max(1, size.height >> level),
1);
- redefineImage(level, internalFormat, levelSize, true);
+ ANGLE_TRY(redefineImage(context, level, internalFormat, levelSize, true));
}
for (size_t level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
- redefineImage(level, GL_NONE, gl::Extents(0, 0, 1), true);
+ ANGLE_TRY(redefineImage(context, level, GL_NONE, gl::Extents(0, 0, 1), true));
}
// TODO(geofflang): Verify storage creation had no errors
- bool renderTarget = IsRenderTargetUsage(mUsage);
- TextureStorage *storage = mRenderer->createTextureStorage2D(
- internalFormat, renderTarget, size.width, size.height, static_cast<int>(levels), false);
+ bool renderTarget = IsRenderTargetUsage(mState.getUsage());
+ TexStoragePointer storage(context);
+ storage.reset(mRenderer->createTextureStorage2D(internalFormat, renderTarget, size.width,
+ size.height, static_cast<int>(levels), false));
- gl::Error error = setCompleteTexStorage(storage);
- if (error.isError())
- {
- SafeDelete(storage);
- return error;
- }
-
- error = updateStorage();
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorage(context));
mImmutable = true;
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-void TextureD3D_2D::bindTexImage(egl::Surface *surface)
+gl::Error TextureD3D_2D::bindTexImage(const gl::Context *context, egl::Surface *surface)
{
GLenum internalformat = surface->getConfig()->renderTargetFormat;
gl::Extents size(surface->getWidth(), surface->getHeight(), 1);
- redefineImage(0, internalformat, size, true);
+ ANGLE_TRY(redefineImage(context, 0, internalformat, size, true));
- if (mTexStorage)
- {
- SafeDelete(mTexStorage);
- }
+ ANGLE_TRY(releaseTexStorage(context));
SurfaceD3D *surfaceD3D = GetImplAs<SurfaceD3D>(surface);
ASSERT(surfaceD3D);
@@ -970,78 +1244,84 @@ void TextureD3D_2D::bindTexImage(egl::Surface *surface)
mTexStorage = mRenderer->createTextureStorage2D(surfaceD3D->getSwapChain());
mEGLImageTarget = false;
- mDirtyImages = true;
+ mDirtyImages = false;
+ mImageArray[0]->markClean();
+
+ return gl::NoError();
}
-void TextureD3D_2D::releaseTexImage()
+gl::Error TextureD3D_2D::releaseTexImage(const gl::Context *context)
{
if (mTexStorage)
{
- SafeDelete(mTexStorage);
+ ANGLE_TRY(releaseTexStorage(context));
}
for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
- redefineImage(i, GL_NONE, gl::Extents(0, 0, 1), true);
+ ANGLE_TRY(redefineImage(context, i, GL_NONE, gl::Extents(0, 0, 1), true));
}
+
+ return gl::NoError();
}
-gl::Error TextureD3D_2D::setEGLImageTarget(GLenum target, egl::Image *image)
+gl::Error TextureD3D_2D::setEGLImageTarget(const gl::Context *context,
+ GLenum target,
+ egl::Image *image)
{
EGLImageD3D *eglImaged3d = GetImplAs<EGLImageD3D>(image);
// Set the properties of the base mip level from the EGL image
- GLenum internalformat = image->getInternalFormat();
+ const auto &format = image->getFormat();
gl::Extents size(static_cast<int>(image->getWidth()), static_cast<int>(image->getHeight()), 1);
- redefineImage(0, internalformat, size, true);
+ ANGLE_TRY(redefineImage(context, 0, format.info->sizedInternalFormat, size, true));
// Clear all other images.
- for (size_t level = 1; level < ArraySize(mImageArray); level++)
+ for (size_t level = 1; level < mImageArray.size(); level++)
{
- redefineImage(level, GL_NONE, gl::Extents(0, 0, 1), true);
+ ANGLE_TRY(redefineImage(context, level, GL_NONE, gl::Extents(0, 0, 1), true));
}
- SafeDelete(mTexStorage);
+ ANGLE_TRY(releaseTexStorage(context));
mImageArray[0]->markClean();
- mTexStorage = mRenderer->createTextureStorageEGLImage(eglImaged3d);
+ // Pass in the RenderTargetD3D here: createTextureStorage can't generate an error.
+ RenderTargetD3D *renderTargetD3D = nullptr;
+ ANGLE_TRY(eglImaged3d->getRenderTarget(context, &renderTargetD3D));
+
+ mTexStorage = mRenderer->createTextureStorageEGLImage(eglImaged3d, renderTargetD3D);
mEGLImageTarget = true;
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-void TextureD3D_2D::initMipmapsImages()
+gl::Error TextureD3D_2D::initMipmapImages(const gl::Context *context)
{
- // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
- int levelCount = mipLevels();
- for (int level = 1; level < levelCount; level++)
+ const GLuint baseLevel = mState.getEffectiveBaseLevel();
+ const GLuint maxLevel = mState.getMipmapMaxLevel();
+ // Purge array levels baseLevel + 1 through q and reset them to represent the generated mipmap
+ // levels.
+ for (GLuint level = baseLevel + 1; level <= maxLevel; level++)
{
- gl::Extents levelSize(std::max(getBaseLevelWidth() >> level, 1),
- std::max(getBaseLevelHeight() >> level, 1),
- 1);
+ gl::Extents levelSize(std::max(getLevelZeroWidth() >> level, 1),
+ std::max(getLevelZeroHeight() >> level, 1), 1);
- redefineImage(level, getBaseLevelInternalFormat(), levelSize, false);
+ ANGLE_TRY(redefineImage(context, level, getBaseLevelInternalFormat(), levelSize, false));
}
+ return gl::NoError();
}
-gl::Error TextureD3D_2D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+gl::Error TextureD3D_2D::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
{
ASSERT(!index.hasLayer());
// ensure the underlying texture is created
- gl::Error error = ensureRenderTarget();
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(ensureRenderTarget(context));
+ ANGLE_TRY(updateStorageLevel(context, index.mipIndex));
- error = updateStorageLevel(index.mipIndex);
- if (error.isError())
- {
- return error;
- }
-
- return mTexStorage->getRenderTarget(index, outRT);
+ return mTexStorage->getRenderTarget(context, index, outRT);
}
bool TextureD3D_2D::isValidLevel(int level) const
@@ -1056,10 +1336,8 @@ bool TextureD3D_2D::isLevelComplete(int level) const
return true;
}
- const ImageD3D *baseImage = getBaseLevelImage();
-
- GLsizei width = baseImage->getWidth();
- GLsizei height = baseImage->getHeight();
+ GLsizei width = getLevelZeroWidth();
+ GLsizei height = getLevelZeroHeight();
if (width <= 0 || height <= 0)
{
@@ -1067,15 +1345,16 @@ bool TextureD3D_2D::isLevelComplete(int level) const
}
// The base image level is complete if the width and height are positive
- if (level == 0)
+ if (level == static_cast<int>(getBaseLevel()))
{
return true;
}
- ASSERT(level >= 1 && level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
- ImageD3D *image = mImageArray[level];
+ ASSERT(level >= 0 && level <= static_cast<int>(mImageArray.size()) &&
+ mImageArray[level] != nullptr);
+ ImageD3D *image = mImageArray[level].get();
- if (image->getInternalFormat() != baseImage->getInternalFormat())
+ if (image->getInternalFormat() != getBaseLevelInternalFormat())
{
return false;
}
@@ -1099,52 +1378,41 @@ bool TextureD3D_2D::isImageComplete(const gl::ImageIndex &index) const
}
// Constructs a native texture resource from the texture images
-gl::Error TextureD3D_2D::initializeStorage(bool renderTarget)
+gl::Error TextureD3D_2D::initializeStorage(const gl::Context *context, bool renderTarget)
{
// Only initialize the first time this texture is used as a render target or shader resource
if (mTexStorage)
{
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
// do not attempt to create storage for nonexistant data
- if (!isLevelComplete(0))
+ if (!isLevelComplete(getBaseLevel()))
{
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
- bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage()));
- TextureStorage *storage = NULL;
- gl::Error error = createCompleteStorage(createRenderTarget, &storage);
- if (error.isError())
- {
- return error;
- }
+ TexStoragePointer storage(context);
+ ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage));
- error = setCompleteTexStorage(storage);
- if (error.isError())
- {
- SafeDelete(storage);
- return error;
- }
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
ASSERT(mTexStorage);
// flush image data to the storage
- error = updateStorage();
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorage(context));
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_2D::createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const
+gl::Error TextureD3D_2D::createCompleteStorage(bool renderTarget,
+ TexStoragePointer *outStorage) const
{
- GLsizei width = getBaseLevelWidth();
- GLsizei height = getBaseLevelHeight();
+ GLsizei width = getLevelZeroWidth();
+ GLsizei height = getLevelZeroHeight();
GLenum internalFormat = getBaseLevelInternalFormat();
ASSERT(width > 0 && height > 0);
@@ -1165,84 +1433,83 @@ gl::Error TextureD3D_2D::createCompleteStorage(bool renderTarget, TextureStorage
}
// TODO(geofflang): Determine if the texture creation succeeded
- *outTexStorage = mRenderer->createTextureStorage2D(internalFormat, renderTarget, width, height, levels, hintLevelZeroOnly);
+ outStorage->reset(mRenderer->createTextureStorage2D(internalFormat, renderTarget, width, height,
+ levels, hintLevelZeroOnly));
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_2D::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
+gl::Error TextureD3D_2D::setCompleteTexStorage(const gl::Context *context,
+ TextureStorage *newCompleteTexStorage)
{
if (newCompleteTexStorage && newCompleteTexStorage->isManaged())
{
for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++)
{
- gl::Error error = mImageArray[level]->setManagedSurface2D(newCompleteTexStorage, level);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(
+ mImageArray[level]->setManagedSurface2D(context, newCompleteTexStorage, level));
}
}
- SafeDelete(mTexStorage);
+ ANGLE_TRY(releaseTexStorage(context));
mTexStorage = newCompleteTexStorage;
mDirtyImages = true;
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_2D::updateStorage()
+gl::Error TextureD3D_2D::updateStorage(const gl::Context *context)
{
- ASSERT(mTexStorage != NULL);
+ if (!mDirtyImages)
+ {
+ return gl::NoError();
+ }
+
+ ASSERT(mTexStorage != nullptr);
GLint storageLevels = mTexStorage->getLevelCount();
for (int level = 0; level < storageLevels; level++)
{
if (mImageArray[level]->isDirty() && isLevelComplete(level))
{
- gl::Error error = updateStorageLevel(level);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorageLevel(context, level));
}
}
- return gl::Error(GL_NO_ERROR);
+ mDirtyImages = false;
+ return gl::NoError();
}
-gl::Error TextureD3D_2D::updateStorageLevel(int level)
+gl::Error TextureD3D_2D::updateStorageLevel(const gl::Context *context, int level)
{
- ASSERT(level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+ ASSERT(level <= static_cast<int>(mImageArray.size()) && mImageArray[level] != nullptr);
ASSERT(isLevelComplete(level));
if (mImageArray[level]->isDirty())
{
gl::ImageIndex index = gl::ImageIndex::Make2D(level);
gl::Box region(0, 0, 0, getWidth(level), getHeight(level), 1);
- gl::Error error = commitRegion(index, region);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(commitRegion(context, index, region));
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-void TextureD3D_2D::redefineImage(size_t level,
- GLenum internalformat,
- const gl::Extents &size,
- bool forceRelease)
+gl::Error TextureD3D_2D::redefineImage(const gl::Context *context,
+ size_t level,
+ GLenum internalformat,
+ const gl::Extents &size,
+ bool forceRelease)
{
ASSERT(size.depth == 1);
// If there currently is a corresponding storage texture image, it has these parameters
- const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
- const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+ const int storageWidth = std::max(1, getLevelZeroWidth() >> level);
+ const int storageHeight = std::max(1, getLevelZeroHeight() >> level);
const GLenum storageFormat = getBaseLevelInternalFormat();
mImageArray[level]->redefine(GL_TEXTURE_2D, internalformat, size, forceRelease);
+ mDirtyImages = mDirtyImages || mImageArray[level]->isDirty();
if (mTexStorage)
{
@@ -1252,27 +1519,23 @@ void TextureD3D_2D::redefineImage(size_t level,
// while orphaning
if (level != 0 && mEGLImageTarget)
{
- // TODO(jmadill): Don't discard error.
- mImageArray[0]->copyFromTexStorage(gl::ImageIndex::Make2D(0), mTexStorage);
+ ANGLE_TRY(mImageArray[0]->copyFromTexStorage(context, gl::ImageIndex::Make2D(0),
+ mTexStorage));
}
- if ((level >= storageLevels && storageLevels != 0) ||
- size.width != storageWidth ||
+ if ((level >= storageLevels && storageLevels != 0) || size.width != storageWidth ||
size.height != storageHeight ||
- internalformat != storageFormat) // Discard mismatched storage
+ internalformat != storageFormat) // Discard mismatched storage
{
- for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
- {
- mImageArray[i]->markDirty();
- }
-
- SafeDelete(mTexStorage);
- mDirtyImages = true;
+ ANGLE_TRY(releaseTexStorage(context));
+ markAllImagesDirty();
}
}
// Can't be an EGL image target after being redefined
mEGLImageTarget = false;
+
+ return gl::NoError();
}
gl::ImageIndexIterator TextureD3D_2D::imageIterator() const
@@ -1292,46 +1555,58 @@ bool TextureD3D_2D::isValidIndex(const gl::ImageIndex &index) const
index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount());
}
-TextureD3D_Cube::TextureD3D_Cube(RendererD3D *renderer)
- : TextureD3D(renderer)
+void TextureD3D_2D::markAllImagesDirty()
+{
+ for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mImageArray[i]->markDirty();
+ }
+ mDirtyImages = true;
+}
+
+TextureD3D_Cube::TextureD3D_Cube(const gl::TextureState &state, RendererD3D *renderer)
+ : TextureD3D(state, renderer)
{
- for (int i = 0; i < 6; i++)
+ for (auto &face : mImageArray)
{
- for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
+ for (auto &image : face)
{
- mImageArray[i][j] = renderer->createImage();
+ image.reset(renderer->createImage());
}
}
}
-TextureD3D_Cube::~TextureD3D_Cube()
+gl::Error TextureD3D_Cube::onDestroy(const gl::Context *context)
{
- // Delete the Images before the TextureStorage.
- // Images might be relying on the TextureStorage for some of their data.
- // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
- for (int i = 0; i < 6; i++)
+ // Delete the Images before the TextureStorage. Images might be relying on the TextureStorage
+ // for some of their data. If TextureStorage is deleted before the Images, then their data will
+ // be wastefully copied back from the GPU before we delete the Images.
+ for (auto &face : mImageArray)
{
- for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
+ for (auto &image : face)
{
- SafeDelete(mImageArray[i][j]);
+ image.reset();
}
}
+ return TextureD3D::onDestroy(context);
+}
- SafeDelete(mTexStorage);
+TextureD3D_Cube::~TextureD3D_Cube()
+{
}
ImageD3D *TextureD3D_Cube::getImage(int level, int layer) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(layer >= 0 && layer < 6);
- return mImageArray[layer][level];
+ return mImageArray[layer][level].get();
}
ImageD3D *TextureD3D_Cube::getImage(const gl::ImageIndex &index) const
{
ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(index.layerIndex >= 0 && index.layerIndex < 6);
- return mImageArray[index.layerIndex][index.mipIndex];
+ return mImageArray[index.layerIndex][index.mipIndex].get();
}
GLsizei TextureD3D_Cube::getLayerCount(int level) const
@@ -1350,128 +1625,191 @@ GLenum TextureD3D_Cube::getInternalFormat(GLint level, GLint layer) const
bool TextureD3D_Cube::isDepth(GLint level, GLint layer) const
{
- return gl::GetInternalFormatInfo(getInternalFormat(level, layer)).depthBits > 0;
+ return gl::GetSizedInternalFormatInfo(getInternalFormat(level, layer)).depthBits > 0;
}
-gl::Error TextureD3D_Cube::setEGLImageTarget(GLenum target, egl::Image *image)
+bool TextureD3D_Cube::isSRGB(GLint level, GLint layer) const
+{
+ return gl::GetSizedInternalFormatInfo(getInternalFormat(level, layer)).colorEncoding == GL_SRGB;
+}
+
+gl::Error TextureD3D_Cube::setEGLImageTarget(const gl::Context *context,
+ GLenum target,
+ egl::Image *image)
{
UNREACHABLE();
- return gl::Error(GL_INVALID_OPERATION);
+ return gl::InternalError();
}
-gl::Error TextureD3D_Cube::setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
- const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+gl::Error TextureD3D_Cube::setImage(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ GLenum internalFormat,
+ const gl::Extents &size,
+ GLenum format,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels)
{
ASSERT(size.depth == 1);
- GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
gl::ImageIndex index = gl::ImageIndex::MakeCube(target, static_cast<GLint>(level));
- redefineImage(index.layerIndex, static_cast<GLint>(level), sizedInternalFormat, size);
+ ANGLE_TRY(redefineImage(context, index.layerIndex, static_cast<GLint>(level),
+ internalFormatInfo.sizedInternalFormat, size, false));
- return setImageImpl(index, type, unpack, pixels, 0);
+ return setImageImpl(context, index, type, unpack, pixels, 0);
}
-gl::Error TextureD3D_Cube::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
- const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+gl::Error TextureD3D_Cube::setSubImage(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ const gl::Box &area,
+ GLenum format,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels)
{
ASSERT(area.depth == 1 && area.z == 0);
gl::ImageIndex index = gl::ImageIndex::MakeCube(target, static_cast<GLint>(level));
- return TextureD3D::subImage(index, area, format, type, unpack, pixels, 0);
+ return TextureD3D::subImage(context, index, area, format, type, unpack, pixels, 0);
}
-gl::Error TextureD3D_Cube::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
- const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels)
+gl::Error TextureD3D_Cube::setCompressedImage(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ GLenum internalFormat,
+ const gl::Extents &size,
+ const gl::PixelUnpackState &unpack,
+ size_t imageSize,
+ const uint8_t *pixels)
{
ASSERT(size.depth == 1);
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
size_t faceIndex = gl::CubeMapTextureTargetToLayerIndex(target);
- redefineImage(static_cast<int>(faceIndex), static_cast<GLint>(level), internalFormat, size);
+ ANGLE_TRY(redefineImage(context, static_cast<int>(faceIndex), static_cast<GLint>(level),
+ internalFormat, size, false));
gl::ImageIndex index = gl::ImageIndex::MakeCube(target, static_cast<GLint>(level));
- return setCompressedImageImpl(index, unpack, pixels, 0);
+ return setCompressedImageImpl(context, index, unpack, pixels, 0);
}
-gl::Error TextureD3D_Cube::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
- const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels)
+gl::Error TextureD3D_Cube::setCompressedSubImage(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ const gl::Box &area,
+ GLenum format,
+ const gl::PixelUnpackState &unpack,
+ size_t imageSize,
+ const uint8_t *pixels)
{
ASSERT(area.depth == 1 && area.z == 0);
gl::ImageIndex index = gl::ImageIndex::MakeCube(target, static_cast<GLint>(level));
- gl::Error error = TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0);
- if (error.isError())
- {
- return error;
- }
-
- return commitRegion(index, area);
+ ANGLE_TRY(TextureD3D::subImageCompressed(context, index, area, format, unpack, pixels, 0));
+ return commitRegion(context, index, area);
}
-gl::Error TextureD3D_Cube::copyImage(GLenum target,
+gl::Error TextureD3D_Cube::copyImage(const gl::Context *context,
+ GLenum target,
size_t imageLevel,
- const gl::Rectangle &sourceArea,
+ const gl::Rectangle &origSourceArea,
GLenum internalFormat,
const gl::Framebuffer *source)
{
int faceIndex = static_cast<int>(gl::CubeMapTextureTargetToLayerIndex(target));
- GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, GL_UNSIGNED_BYTE);
+ const gl::InternalFormat &internalFormatInfo =
+ gl::GetInternalFormatInfo(internalFormat, GL_UNSIGNED_BYTE);
GLint level = static_cast<GLint>(imageLevel);
- gl::Extents size(sourceArea.width, sourceArea.height, 1);
- redefineImage(static_cast<int>(faceIndex), level, sizedInternalFormat, size);
+ gl::Extents size(origSourceArea.width, origSourceArea.height, 1);
+ ANGLE_TRY(redefineImage(context, static_cast<int>(faceIndex), level,
+ internalFormatInfo.sizedInternalFormat, size, false));
+
+ gl::Extents fbSize = source->getReadColorbuffer()->getSize();
+
+ // Does the read area extend beyond the framebuffer?
+ bool outside = origSourceArea.x < 0 || origSourceArea.y < 0 ||
+ origSourceArea.x + origSourceArea.width > fbSize.width ||
+ origSourceArea.y + origSourceArea.height > fbSize.height;
+
+ // In WebGL mode we need to zero the texture outside the framebuffer.
+ // If we have robust resource init, it was already zeroed by redefineImage() above, otherwise
+ // zero it explicitly.
+ // TODO(fjhenigman): When robust resource is fully implemented look into making it a
+ // prerequisite for WebGL and deleting this code.
+ if (outside && context->getExtensions().webglCompatibility &&
+ !context->isRobustResourceInitEnabled())
+ {
+ angle::MemoryBuffer *zero;
+ ANGLE_TRY(context->getZeroFilledBuffer(
+ origSourceArea.width * origSourceArea.height * internalFormatInfo.pixelBytes, &zero));
+ gl::PixelUnpackState unpack;
+ unpack.alignment = 1;
+ ANGLE_TRY(setImage(context, target, imageLevel, internalFormat, size,
+ internalFormatInfo.format, internalFormatInfo.type, unpack,
+ zero->data()));
+ }
+
+ gl::Rectangle sourceArea;
+ if (!ClipRectangle(origSourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height),
+ &sourceArea))
+ {
+ // Empty source area, nothing to do.
+ return gl::NoError();
+ }
gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
- gl::Offset destOffset(0, 0, 0);
+ gl::Offset destOffset(sourceArea.x - origSourceArea.x, sourceArea.y - origSourceArea.y, 0);
// If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders,
// so we should use the non-rendering copy path.
if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
- gl::Error error =
- mImageArray[faceIndex][level]->copyFromFramebuffer(destOffset, sourceArea, source);
- if (error.isError())
- {
- return error;
- }
-
+ ANGLE_TRY(mImageArray[faceIndex][level]->copyFromFramebuffer(context, destOffset,
+ sourceArea, source));
mDirtyImages = true;
}
else
{
- gl::Error error = ensureRenderTarget();
- if (error.isError())
- {
- return error;
- }
-
- mImageArray[faceIndex][level]->markClean();
+ ANGLE_TRY(ensureRenderTarget(context));
ASSERT(size.width == size.height);
if (size.width > 0 && isValidFaceLevel(faceIndex, level))
{
- error = mRenderer->copyImageCube(source, sourceArea, internalFormat, destOffset, mTexStorage, target, level);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorageFaceLevel(context, faceIndex, level));
+ ANGLE_TRY(mRenderer->copyImageCube(context, source, sourceArea, internalFormat,
+ destOffset, mTexStorage, target, level));
}
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_Cube::copySubImage(GLenum target,
+gl::Error TextureD3D_Cube::copySubImage(const gl::Context *context,
+ GLenum target,
size_t imageLevel,
- const gl::Offset &destOffset,
- const gl::Rectangle &sourceArea,
+ const gl::Offset &origDestOffset,
+ const gl::Rectangle &origSourceArea,
const gl::Framebuffer *source)
{
+ gl::Extents fbSize = source->getReadColorbuffer()->getSize();
+ gl::Rectangle sourceArea;
+ if (!ClipRectangle(origSourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height),
+ &sourceArea))
+ {
+ return gl::NoError();
+ }
+ const gl::Offset destOffset(origDestOffset.x + sourceArea.x - origSourceArea.x,
+ origDestOffset.y + sourceArea.y - origSourceArea.y, 0);
+
int faceIndex = static_cast<int>(gl::CubeMapTextureTargetToLayerIndex(target));
GLint level = static_cast<GLint>(imageLevel);
@@ -1481,44 +1819,145 @@ gl::Error TextureD3D_Cube::copySubImage(GLenum target,
// so we should use the non-rendering copy path.
if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
- gl::Error error =
- mImageArray[faceIndex][level]->copyFromFramebuffer(destOffset, sourceArea, source);
- if (error.isError())
+ ANGLE_TRY(mImageArray[faceIndex][level]->copyFromFramebuffer(context, destOffset,
+ sourceArea, source));
+ mDirtyImages = true;
+ }
+ else
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+ if (isValidFaceLevel(faceIndex, level))
{
- return error;
+ ANGLE_TRY(updateStorageFaceLevel(context, faceIndex, level));
+ ANGLE_TRY(mRenderer->copyImageCube(context, source, sourceArea,
+ gl::GetUnsizedFormat(getBaseLevelInternalFormat()),
+ destOffset, mTexStorage, target, level));
}
+ }
+
+ return gl::NoError();
+}
+
+gl::Error TextureD3D_Cube::copyTexture(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ GLenum internalFormat,
+ GLenum type,
+ size_t sourceLevel,
+ bool unpackFlipY,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha,
+ const gl::Texture *source)
+{
+ ASSERT(gl::IsCubeMapTextureTarget(target));
+
+ GLenum sourceTarget = source->getTarget();
+
+ GLint destLevel = static_cast<GLint>(level);
+ int faceIndex = static_cast<int>(gl::CubeMapTextureTargetToLayerIndex(target));
+
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
+ gl::Extents size(static_cast<int>(source->getWidth(sourceTarget, sourceLevel)),
+ static_cast<int>(source->getHeight(sourceTarget, sourceLevel)), 1);
+ ANGLE_TRY(redefineImage(context, faceIndex, destLevel, internalFormatInfo.sizedInternalFormat,
+ size, false));
+
+ gl::Rectangle sourceRect(0, 0, size.width, size.height);
+ gl::Offset destOffset(0, 0, 0);
+
+ if (!isSRGB(destLevel, faceIndex) &&
+ canCreateRenderTargetForImage(gl::ImageIndex::MakeCube(target, destLevel)))
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+ ASSERT(isValidFaceLevel(faceIndex, destLevel));
+ ANGLE_TRY(updateStorageFaceLevel(context, faceIndex, destLevel));
+
+ ANGLE_TRY(mRenderer->copyTexture(context, source, static_cast<GLint>(sourceLevel),
+ sourceRect, internalFormatInfo.format, destOffset,
+ mTexStorage, target, destLevel, unpackFlipY,
+ unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
+ }
+ else
+ {
+ gl::ImageIndex sourceImageIndex = gl::ImageIndex::Make2D(static_cast<GLint>(sourceLevel));
+ TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
+ ImageD3D *sourceImage = nullptr;
+ ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceImageIndex, &sourceImage));
+
+ gl::ImageIndex destImageIndex =
+ gl::ImageIndex::MakeCube(target, static_cast<GLint>(destLevel));
+ ImageD3D *destImage = nullptr;
+ ANGLE_TRY(getImageAndSyncFromStorage(context, destImageIndex, &destImage));
+
+ ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceRect, destOffset,
+ unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
mDirtyImages = true;
+
+ gl::Box destRegion(destOffset, size);
+ ANGLE_TRY(commitRegion(context, destImageIndex, destRegion));
+ }
+
+ return gl::NoError();
+}
+
+gl::Error TextureD3D_Cube::copySubTexture(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ const gl::Offset &destOffset,
+ size_t sourceLevel,
+ const gl::Rectangle &sourceArea,
+ bool unpackFlipY,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha,
+ const gl::Texture *source)
+{
+ ASSERT(gl::IsCubeMapTextureTarget(target));
+
+ GLint destLevel = static_cast<GLint>(level);
+ int faceIndex = static_cast<int>(gl::CubeMapTextureTargetToLayerIndex(target));
+
+ if (!isSRGB(destLevel, faceIndex) &&
+ canCreateRenderTargetForImage(gl::ImageIndex::MakeCube(target, destLevel)))
+ {
+ ANGLE_TRY(ensureRenderTarget(context));
+ ASSERT(isValidFaceLevel(faceIndex, destLevel));
+ ANGLE_TRY(updateStorageFaceLevel(context, faceIndex, destLevel));
+
+ ANGLE_TRY(mRenderer->copyTexture(
+ context, source, static_cast<GLint>(sourceLevel), sourceArea,
+ gl::GetUnsizedFormat(getInternalFormat(destLevel, faceIndex)), destOffset, mTexStorage,
+ target, destLevel, unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
}
else
{
- gl::Error error = ensureRenderTarget();
- if (error.isError())
- {
- return error;
- }
+ gl::ImageIndex sourceImageIndex = gl::ImageIndex::Make2D(static_cast<GLint>(sourceLevel));
+ TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
+ ImageD3D *sourceImage = nullptr;
+ ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceImageIndex, &sourceImage));
- if (isValidFaceLevel(faceIndex, level))
- {
- error = updateStorageFaceLevel(faceIndex, level);
- if (error.isError())
- {
- return error;
- }
+ gl::ImageIndex destImageIndex =
+ gl::ImageIndex::MakeCube(target, static_cast<GLint>(destLevel));
+ ImageD3D *destImage = nullptr;
+ ANGLE_TRY(getImageAndSyncFromStorage(context, destImageIndex, &destImage));
- error = mRenderer->copyImageCube(source, sourceArea, gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
- destOffset, mTexStorage, target, level);
- if (error.isError())
- {
- return error;
- }
- }
+ ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceArea, destOffset,
+ unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha));
+
+ mDirtyImages = true;
+
+ gl::Box destRegion(destOffset.x, destOffset.y, 0, sourceArea.width, sourceArea.height, 1);
+ ANGLE_TRY(commitRegion(context, destImageIndex, destRegion));
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_Cube::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size)
+gl::Error TextureD3D_Cube::setStorage(const gl::Context *context,
+ GLenum target,
+ size_t levels,
+ GLenum internalFormat,
+ const gl::Extents &size)
{
ASSERT(size.width == size.height);
ASSERT(size.depth == 1);
@@ -1541,28 +1980,20 @@ gl::Error TextureD3D_Cube::setStorage(GLenum target, size_t levels, GLenum inter
}
// TODO(geofflang): Verify storage creation had no errors
- bool renderTarget = IsRenderTargetUsage(mUsage);
+ bool renderTarget = IsRenderTargetUsage(mState.getUsage());
- TextureStorage *storage = mRenderer->createTextureStorageCube(
- internalFormat, renderTarget, size.width, static_cast<int>(levels), false);
+ TexStoragePointer storage(context);
+ storage.reset(mRenderer->createTextureStorageCube(internalFormat, renderTarget, size.width,
+ static_cast<int>(levels), false));
- gl::Error error = setCompleteTexStorage(storage);
- if (error.isError())
- {
- SafeDelete(storage);
- return error;
- }
-
- error = updateStorage();
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorage(context));
mImmutable = true;
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
// Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
@@ -1579,7 +2010,7 @@ bool TextureD3D_Cube::isCubeComplete() const
for (int faceIndex = 1; faceIndex < 6; faceIndex++)
{
- const ImageD3D &faceBaseImage = *mImageArray[faceIndex][0];
+ const ImageD3D &faceBaseImage = *mImageArray[faceIndex][getBaseLevel()];
if (faceBaseImage.getWidth() != baseWidth ||
faceBaseImage.getHeight() != baseHeight ||
@@ -1592,97 +2023,85 @@ bool TextureD3D_Cube::isCubeComplete() const
return true;
}
-void TextureD3D_Cube::bindTexImage(egl::Surface *surface)
+gl::Error TextureD3D_Cube::bindTexImage(const gl::Context *context, egl::Surface *surface)
{
UNREACHABLE();
+ return gl::InternalError();
}
-void TextureD3D_Cube::releaseTexImage()
+gl::Error TextureD3D_Cube::releaseTexImage(const gl::Context *context)
{
UNREACHABLE();
+ return gl::InternalError();
}
-
-void TextureD3D_Cube::initMipmapsImages()
+gl::Error TextureD3D_Cube::initMipmapImages(const gl::Context *context)
{
- // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
- int levelCount = mipLevels();
+ const GLuint baseLevel = mState.getEffectiveBaseLevel();
+ const GLuint maxLevel = mState.getMipmapMaxLevel();
+ // Purge array levels baseLevel + 1 through q and reset them to represent the generated mipmap
+ // levels.
for (int faceIndex = 0; faceIndex < 6; faceIndex++)
{
- for (int level = 1; level < levelCount; level++)
+ for (GLuint level = baseLevel + 1; level <= maxLevel; level++)
{
- int faceLevelSize = (std::max(mImageArray[faceIndex][0]->getWidth() >> level, 1));
- redefineImage(faceIndex, level, mImageArray[faceIndex][0]->getInternalFormat(),
- gl::Extents(faceLevelSize, faceLevelSize, 1));
+ int faceLevelSize =
+ (std::max(mImageArray[faceIndex][baseLevel]->getWidth() >> (level - baseLevel), 1));
+ ANGLE_TRY(redefineImage(context, faceIndex, level,
+ mImageArray[faceIndex][baseLevel]->getInternalFormat(),
+ gl::Extents(faceLevelSize, faceLevelSize, 1), false));
}
}
+ return gl::NoError();
}
-gl::Error TextureD3D_Cube::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+gl::Error TextureD3D_Cube::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
{
ASSERT(gl::IsCubeMapTextureTarget(index.type));
// ensure the underlying texture is created
- gl::Error error = ensureRenderTarget();
- if (error.isError())
- {
- return error;
- }
-
- error = updateStorageFaceLevel(index.layerIndex, index.mipIndex);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(ensureRenderTarget(context));
+ ANGLE_TRY(updateStorageFaceLevel(context, index.layerIndex, index.mipIndex));
- return mTexStorage->getRenderTarget(index, outRT);
+ return mTexStorage->getRenderTarget(context, index, outRT);
}
-gl::Error TextureD3D_Cube::initializeStorage(bool renderTarget)
+gl::Error TextureD3D_Cube::initializeStorage(const gl::Context *context, bool renderTarget)
{
// Only initialize the first time this texture is used as a render target or shader resource
if (mTexStorage)
{
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
// do not attempt to create storage for nonexistant data
- if (!isFaceLevelComplete(0, 0))
+ if (!isFaceLevelComplete(0, getBaseLevel()))
{
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
- bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage()));
- TextureStorage *storage = NULL;
- gl::Error error = createCompleteStorage(createRenderTarget, &storage);
- if (error.isError())
- {
- return error;
- }
+ TexStoragePointer storage(context);
+ ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage));
- error = setCompleteTexStorage(storage);
- if (error.isError())
- {
- SafeDelete(storage);
- return error;
- }
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
ASSERT(mTexStorage);
// flush image data to the storage
- error = updateStorage();
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorage(context));
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_Cube::createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const
+gl::Error TextureD3D_Cube::createCompleteStorage(bool renderTarget,
+ TexStoragePointer *outStorage) const
{
- GLsizei size = getBaseLevelWidth();
+ GLsizei size = getLevelZeroWidth();
ASSERT(size > 0);
@@ -1705,12 +2124,14 @@ gl::Error TextureD3D_Cube::createCompleteStorage(bool renderTarget, TextureStora
}
// TODO (geofflang): detect if storage creation succeeded
- *outTexStorage = mRenderer->createTextureStorageCube(getBaseLevelInternalFormat(), renderTarget, size, levels, hintLevelZeroOnly);
+ outStorage->reset(mRenderer->createTextureStorageCube(
+ getBaseLevelInternalFormat(), renderTarget, size, levels, hintLevelZeroOnly));
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_Cube::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
+gl::Error TextureD3D_Cube::setCompleteTexStorage(const gl::Context *context,
+ TextureStorage *newCompleteTexStorage)
{
if (newCompleteTexStorage && newCompleteTexStorage->isManaged())
{
@@ -1718,25 +2139,27 @@ gl::Error TextureD3D_Cube::setCompleteTexStorage(TextureStorage *newCompleteTexS
{
for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++)
{
- gl::Error error = mImageArray[faceIndex][level]->setManagedSurfaceCube(newCompleteTexStorage, faceIndex, level);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(mImageArray[faceIndex][level]->setManagedSurfaceCube(
+ context, newCompleteTexStorage, faceIndex, level));
}
}
}
- SafeDelete(mTexStorage);
+ ANGLE_TRY(releaseTexStorage(context));
mTexStorage = newCompleteTexStorage;
mDirtyImages = true;
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_Cube::updateStorage()
+gl::Error TextureD3D_Cube::updateStorage(const gl::Context *context)
{
- ASSERT(mTexStorage != NULL);
+ if (!mDirtyImages)
+ {
+ return gl::NoError();
+ }
+
+ ASSERT(mTexStorage != nullptr);
GLint storageLevels = mTexStorage->getLevelCount();
for (int face = 0; face < 6; face++)
{
@@ -1744,16 +2167,13 @@ gl::Error TextureD3D_Cube::updateStorage()
{
if (mImageArray[face][level]->isDirty() && isFaceLevelComplete(face, level))
{
- gl::Error error = updateStorageFaceLevel(face, level);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorageFaceLevel(context, face, level));
}
}
}
- return gl::Error(GL_NO_ERROR);
+ mDirtyImages = false;
+ return gl::NoError();
}
bool TextureD3D_Cube::isValidFaceLevel(int faceIndex, int level) const
@@ -1763,16 +2183,21 @@ bool TextureD3D_Cube::isValidFaceLevel(int faceIndex, int level) const
bool TextureD3D_Cube::isFaceLevelComplete(int faceIndex, int level) const
{
- ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL);
+ if (getBaseLevel() >= gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ return false;
+ }
+ ASSERT(level >= 0 && faceIndex < 6 && level < static_cast<int>(mImageArray[faceIndex].size()) &&
+ mImageArray[faceIndex][level] != nullptr);
if (isImmutable())
{
return true;
}
- int baseSize = getBaseLevelWidth();
+ int levelZeroSize = getLevelZeroWidth();
- if (baseSize <= 0)
+ if (levelZeroSize <= 0)
{
return false;
}
@@ -1786,14 +2211,14 @@ bool TextureD3D_Cube::isFaceLevelComplete(int faceIndex, int level) const
}
// Check that non-zero levels are consistent with the base level.
- const ImageD3D *faceLevelImage = mImageArray[faceIndex][level];
+ const ImageD3D *faceLevelImage = mImageArray[faceIndex][level].get();
if (faceLevelImage->getInternalFormat() != getBaseLevelInternalFormat())
{
return false;
}
- if (faceLevelImage->getWidth() != std::max(1, baseSize >> level))
+ if (faceLevelImage->getWidth() != std::max(1, levelZeroSize >> level))
{
return false;
}
@@ -1806,57 +2231,55 @@ bool TextureD3D_Cube::isImageComplete(const gl::ImageIndex &index) const
return isFaceLevelComplete(index.layerIndex, index.mipIndex);
}
-gl::Error TextureD3D_Cube::updateStorageFaceLevel(int faceIndex, int level)
+gl::Error TextureD3D_Cube::updateStorageFaceLevel(const gl::Context *context,
+ int faceIndex,
+ int level)
{
- ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL);
- ImageD3D *image = mImageArray[faceIndex][level];
+ ASSERT(level >= 0 && faceIndex < 6 && level < static_cast<int>(mImageArray[faceIndex].size()) &&
+ mImageArray[faceIndex][level] != nullptr);
+ ImageD3D *image = mImageArray[faceIndex][level].get();
if (image->isDirty())
{
GLenum faceTarget = gl::LayerIndexToCubeMapTextureTarget(faceIndex);
gl::ImageIndex index = gl::ImageIndex::MakeCube(faceTarget, level);
gl::Box region(0, 0, 0, image->getWidth(), image->getHeight(), 1);
- gl::Error error = commitRegion(index, region);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(commitRegion(context, index, region));
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-void TextureD3D_Cube::redefineImage(int faceIndex, GLint level, GLenum internalformat, const gl::Extents &size)
+gl::Error TextureD3D_Cube::redefineImage(const gl::Context *context,
+ int faceIndex,
+ GLint level,
+ GLenum internalformat,
+ const gl::Extents &size,
+ bool forceRelease)
{
// If there currently is a corresponding storage texture image, it has these parameters
- const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
- const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+ const int storageWidth = std::max(1, getLevelZeroWidth() >> level);
+ const int storageHeight = std::max(1, getLevelZeroHeight() >> level);
const GLenum storageFormat = getBaseLevelInternalFormat();
- mImageArray[faceIndex][level]->redefine(GL_TEXTURE_CUBE_MAP, internalformat, size, false);
+ mImageArray[faceIndex][level]->redefine(GL_TEXTURE_CUBE_MAP, internalformat, size,
+ forceRelease);
+ mDirtyImages = mDirtyImages || mImageArray[faceIndex][level]->isDirty();
if (mTexStorage)
{
const int storageLevels = mTexStorage->getLevelCount();
- if ((level >= storageLevels && storageLevels != 0) ||
- size.width != storageWidth ||
+ if ((level >= storageLevels && storageLevels != 0) || size.width != storageWidth ||
size.height != storageHeight ||
- internalformat != storageFormat) // Discard mismatched storage
+ internalformat != storageFormat) // Discard mismatched storage
{
- for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++)
- {
- for (int dirtyFace = 0; dirtyFace < 6; dirtyFace++)
- {
- mImageArray[dirtyFace][dirtyLevel]->markDirty();
- }
- }
-
- SafeDelete(mTexStorage);
-
- mDirtyImages = true;
+ markAllImagesDirty();
+ ANGLE_TRY(releaseTexStorage(context));
}
}
+
+ return gl::NoError();
}
gl::ImageIndexIterator TextureD3D_Cube::imageIterator() const
@@ -1876,33 +2299,48 @@ bool TextureD3D_Cube::isValidIndex(const gl::ImageIndex &index) const
index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount());
}
-TextureD3D_3D::TextureD3D_3D(RendererD3D *renderer)
- : TextureD3D(renderer)
+void TextureD3D_Cube::markAllImagesDirty()
{
- for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++)
{
- mImageArray[i] = renderer->createImage();
+ for (int dirtyFace = 0; dirtyFace < 6; dirtyFace++)
+ {
+ mImageArray[dirtyFace][dirtyLevel]->markDirty();
+ }
}
+ mDirtyImages = true;
}
-TextureD3D_3D::~TextureD3D_3D()
+TextureD3D_3D::TextureD3D_3D(const gl::TextureState &state, RendererD3D *renderer)
+ : TextureD3D(state, renderer)
{
- // Delete the Images before the TextureStorage.
- // Images might be relying on the TextureStorage for some of their data.
- // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
{
- delete mImageArray[i];
+ mImageArray[i].reset(renderer->createImage());
}
+}
- SafeDelete(mTexStorage);
+gl::Error TextureD3D_3D::onDestroy(const gl::Context *context)
+{
+ // Delete the Images before the TextureStorage. Images might be relying on the TextureStorage
+ // for some of their data. If TextureStorage is deleted before the Images, then their data will
+ // be wastefully copied back from the GPU before we delete the Images.
+ for (auto &image : mImageArray)
+ {
+ image.reset();
+ }
+ return TextureD3D::onDestroy(context);
+}
+
+TextureD3D_3D::~TextureD3D_3D()
+{
}
ImageD3D *TextureD3D_3D::getImage(int level, int layer) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(layer == 0);
- return mImageArray[level];
+ return mImageArray[level].get();
}
ImageD3D *TextureD3D_3D::getImage(const gl::ImageIndex &index) const
@@ -1910,7 +2348,7 @@ ImageD3D *TextureD3D_3D::getImage(const gl::ImageIndex &index) const
ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(!index.hasLayer());
ASSERT(index.type == GL_TEXTURE_3D);
- return mImageArray[index.mipIndex];
+ return mImageArray[index.mipIndex].get();
}
GLsizei TextureD3D_3D::getLayerCount(int level) const
@@ -1953,16 +2391,19 @@ GLenum TextureD3D_3D::getInternalFormat(GLint level) const
bool TextureD3D_3D::isDepth(GLint level) const
{
- return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
+ return gl::GetSizedInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
}
-gl::Error TextureD3D_3D::setEGLImageTarget(GLenum target, egl::Image *image)
+gl::Error TextureD3D_3D::setEGLImageTarget(const gl::Context *context,
+ GLenum target,
+ egl::Image *image)
{
UNREACHABLE();
- return gl::Error(GL_INVALID_OPERATION);
+ return gl::InternalError();
}
-gl::Error TextureD3D_3D::setImage(GLenum target,
+gl::Error TextureD3D_3D::setImage(const gl::Context *context,
+ GLenum target,
size_t imageLevel,
GLenum internalFormat,
const gl::Extents &size,
@@ -1972,33 +2413,29 @@ gl::Error TextureD3D_3D::setImage(GLenum target,
const uint8_t *pixels)
{
ASSERT(target == GL_TEXTURE_3D);
- GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
+ const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type);
GLint level = static_cast<GLint>(imageLevel);
- redefineImage(level, sizedInternalFormat, size);
+ ANGLE_TRY(redefineImage(context, level, internalFormatInfo.sizedInternalFormat, size, false));
bool fastUnpacked = false;
gl::ImageIndex index = gl::ImageIndex::Make3D(level);
// Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
- if (isFastUnpackable(unpack, sizedInternalFormat) && !size.empty())
+ gl::Buffer *unpackBuffer =
+ context->getGLState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
+ if (isFastUnpackable(unpackBuffer, internalFormatInfo.sizedInternalFormat) && !size.empty() &&
+ isLevelComplete(level))
{
// Will try to create RT storage if it does not exist
- RenderTargetD3D *destRenderTarget = NULL;
- gl::Error error = getRenderTarget(index, &destRenderTarget);
- if (error.isError())
- {
- return error;
- }
+ RenderTargetD3D *destRenderTarget = nullptr;
+ ANGLE_TRY(getRenderTarget(context, index, &destRenderTarget));
gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
- error = fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(fastUnpackPixels(context, unpack, pixels, destArea,
+ internalFormatInfo.sizedInternalFormat, type, destRenderTarget));
// Ensure we don't overwrite our newly initialized data
mImageArray[level]->markClean();
@@ -2008,17 +2445,14 @@ gl::Error TextureD3D_3D::setImage(GLenum target,
if (!fastUnpacked)
{
- gl::Error error = setImageImpl(index, type, unpack, pixels, 0);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(setImageImpl(context, index, type, unpack, pixels, 0));
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_3D::setSubImage(GLenum target,
+gl::Error TextureD3D_3D::setSubImage(const gl::Context *context,
+ GLenum target,
size_t imageLevel,
const gl::Box &area,
GLenum format,
@@ -2032,26 +2466,25 @@ gl::Error TextureD3D_3D::setSubImage(GLenum target,
gl::ImageIndex index = gl::ImageIndex::Make3D(level);
// Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
- if (isFastUnpackable(unpack, getInternalFormat(level)))
+ gl::Buffer *unpackBuffer =
+ context->getGLState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
+ if (isFastUnpackable(unpackBuffer, getInternalFormat(level)) && isLevelComplete(level))
{
- RenderTargetD3D *destRenderTarget = NULL;
- gl::Error error = getRenderTarget(index, &destRenderTarget);
- if (error.isError())
- {
- return error;
- }
-
+ RenderTargetD3D *destRenderTarget = nullptr;
+ ANGLE_TRY(getRenderTarget(context, index, &destRenderTarget));
ASSERT(!mImageArray[level]->isDirty());
- return fastUnpackPixels(unpack, pixels, area, getInternalFormat(level), type, destRenderTarget);
+ return fastUnpackPixels(context, unpack, pixels, area, getInternalFormat(level), type,
+ destRenderTarget);
}
else
{
- return TextureD3D::subImage(index, area, format, type, unpack, pixels, 0);
+ return TextureD3D::subImage(context, index, area, format, type, unpack, pixels, 0);
}
}
-gl::Error TextureD3D_3D::setCompressedImage(GLenum target,
+gl::Error TextureD3D_3D::setCompressedImage(const gl::Context *context,
+ GLenum target,
size_t imageLevel,
GLenum internalFormat,
const gl::Extents &size,
@@ -2063,35 +2496,41 @@ gl::Error TextureD3D_3D::setCompressedImage(GLenum target,
GLint level = static_cast<GLint>(imageLevel);
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
- redefineImage(level, internalFormat, size);
+ ANGLE_TRY(redefineImage(context, level, internalFormat, size, false));
gl::ImageIndex index = gl::ImageIndex::Make3D(level);
- return setCompressedImageImpl(index, unpack, pixels, 0);
+ return setCompressedImageImpl(context, index, unpack, pixels, 0);
}
-gl::Error TextureD3D_3D::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
- const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels)
+gl::Error TextureD3D_3D::setCompressedSubImage(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ const gl::Box &area,
+ GLenum format,
+ const gl::PixelUnpackState &unpack,
+ size_t imageSize,
+ const uint8_t *pixels)
{
ASSERT(target == GL_TEXTURE_3D);
gl::ImageIndex index = gl::ImageIndex::Make3D(static_cast<GLint>(level));
- gl::Error error = TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0);
- if (error.isError())
- {
- return error;
- }
-
- return commitRegion(index, area);
+ ANGLE_TRY(TextureD3D::subImageCompressed(context, index, area, format, unpack, pixels, 0));
+ return commitRegion(context, index, area);
}
-gl::Error TextureD3D_3D::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
+gl::Error TextureD3D_3D::copyImage(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ const gl::Rectangle &sourceArea,
+ GLenum internalFormat,
const gl::Framebuffer *source)
{
UNIMPLEMENTED();
- return gl::Error(GL_INVALID_OPERATION, "Copying 3D textures is unimplemented.");
+ return gl::InternalError() << "Copying 3D textures is unimplemented.";
}
-gl::Error TextureD3D_3D::copySubImage(GLenum target,
+gl::Error TextureD3D_3D::copySubImage(const gl::Context *context,
+ GLenum target,
size_t imageLevel,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
@@ -2099,49 +2538,47 @@ gl::Error TextureD3D_3D::copySubImage(GLenum target,
{
ASSERT(target == GL_TEXTURE_3D);
- GLint level = static_cast<GLint>(imageLevel);
- gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+ GLint level = static_cast<GLint>(imageLevel);
- if (canCreateRenderTargetForImage(index))
+ gl::Extents fbSize = source->getReadColorbuffer()->getSize();
+ gl::Rectangle clippedSourceArea;
+ if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height),
+ &clippedSourceArea))
{
- gl::Error error = mImageArray[level]->copyFromFramebuffer(destOffset, sourceArea, source);
- if (error.isError())
- {
- return error;
- }
-
- mDirtyImages = true;
+ return gl::NoError();
}
- else
- {
- gl::Error error = ensureRenderTarget();
- if (error.isError())
- {
- return error;
- }
+ const gl::Offset clippedDestOffset(destOffset.x + clippedSourceArea.x - sourceArea.x,
+ destOffset.y + clippedSourceArea.y - sourceArea.y,
+ destOffset.z);
- if (isValidLevel(level))
- {
- error = updateStorageLevel(level);
- if (error.isError())
- {
- return error;
- }
+ // Currently, copying directly to the storage is not possible because it's not possible to
+ // create an SRV from a single layer of a 3D texture. Instead, make sure the image is up to
+ // date before the copy and then copy back to the storage afterwards if needed.
+ // TODO: Investigate 3D blits in D3D11.
- error = mRenderer->copyImage3D(source, sourceArea,
- gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
- destOffset, mTexStorage, level);
- if (error.isError())
- {
- return error;
- }
- }
+ bool syncTexStorage = mTexStorage && isLevelComplete(level);
+ if (syncTexStorage)
+ {
+ gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+ ANGLE_TRY(mImageArray[level]->copyFromTexStorage(context, index, mTexStorage));
}
+ ANGLE_TRY(mImageArray[level]->copyFromFramebuffer(context, clippedDestOffset, clippedSourceArea,
+ source));
+ mDirtyImages = true;
- return gl::Error(GL_NO_ERROR);
+ if (syncTexStorage)
+ {
+ ANGLE_TRY(updateStorageLevel(context, level));
+ }
+
+ return gl::NoError();
}
-gl::Error TextureD3D_3D::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size)
+gl::Error TextureD3D_3D::setStorage(const gl::Context *context,
+ GLenum target,
+ size_t levels,
+ GLenum internalFormat,
+ const gl::Extents &size)
{
ASSERT(target == GL_TEXTURE_3D);
@@ -2159,130 +2596,106 @@ gl::Error TextureD3D_3D::setStorage(GLenum target, size_t levels, GLenum interna
}
// TODO(geofflang): Verify storage creation had no errors
- bool renderTarget = IsRenderTargetUsage(mUsage);
- TextureStorage *storage =
- mRenderer->createTextureStorage3D(internalFormat, renderTarget, size.width, size.height,
- size.depth, static_cast<int>(levels));
+ bool renderTarget = IsRenderTargetUsage(mState.getUsage());
+ TexStoragePointer storage(context);
+ storage.reset(mRenderer->createTextureStorage3D(internalFormat, renderTarget, size.width,
+ size.height, size.depth,
+ static_cast<int>(levels)));
- gl::Error error = setCompleteTexStorage(storage);
- if (error.isError())
- {
- SafeDelete(storage);
- return error;
- }
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
- error = updateStorage();
-
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorage(context));
mImmutable = true;
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-void TextureD3D_3D::bindTexImage(egl::Surface *surface)
+gl::Error TextureD3D_3D::bindTexImage(const gl::Context *context, egl::Surface *surface)
{
UNREACHABLE();
+ return gl::InternalError();
}
-void TextureD3D_3D::releaseTexImage()
+gl::Error TextureD3D_3D::releaseTexImage(const gl::Context *context)
{
UNREACHABLE();
+ return gl::InternalError();
}
-
-void TextureD3D_3D::initMipmapsImages()
+gl::Error TextureD3D_3D::initMipmapImages(const gl::Context *context)
{
- // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
- int levelCount = mipLevels();
- for (int level = 1; level < levelCount; level++)
+ const GLuint baseLevel = mState.getEffectiveBaseLevel();
+ const GLuint maxLevel = mState.getMipmapMaxLevel();
+ // Purge array levels baseLevel + 1 through q and reset them to represent the generated mipmap
+ // levels.
+ for (GLuint level = baseLevel + 1; level <= maxLevel; level++)
{
- gl::Extents levelSize(std::max(getBaseLevelWidth() >> level, 1),
- std::max(getBaseLevelHeight() >> level, 1),
- std::max(getBaseLevelDepth() >> level, 1));
- redefineImage(level, getBaseLevelInternalFormat(), levelSize);
+ gl::Extents levelSize(std::max(getLevelZeroWidth() >> level, 1),
+ std::max(getLevelZeroHeight() >> level, 1),
+ std::max(getLevelZeroDepth() >> level, 1));
+ ANGLE_TRY(redefineImage(context, level, getBaseLevelInternalFormat(), levelSize, false));
}
+
+ return gl::NoError();
}
-gl::Error TextureD3D_3D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+gl::Error TextureD3D_3D::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
{
// ensure the underlying texture is created
- gl::Error error = ensureRenderTarget();
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(ensureRenderTarget(context));
if (index.hasLayer())
{
- error = updateStorage();
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorage(context));
}
else
{
- error = updateStorageLevel(index.mipIndex);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorageLevel(context, index.mipIndex));
}
- return mTexStorage->getRenderTarget(index, outRT);
+ return mTexStorage->getRenderTarget(context, index, outRT);
}
-gl::Error TextureD3D_3D::initializeStorage(bool renderTarget)
+gl::Error TextureD3D_3D::initializeStorage(const gl::Context *context, bool renderTarget)
{
// Only initialize the first time this texture is used as a render target or shader resource
if (mTexStorage)
{
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
// do not attempt to create storage for nonexistant data
- if (!isLevelComplete(0))
+ if (!isLevelComplete(getBaseLevel()))
{
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
- bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage()));
- TextureStorage *storage = NULL;
- gl::Error error = createCompleteStorage(createRenderTarget, &storage);
- if (error.isError())
- {
- return error;
- }
+ TexStoragePointer storage(context);
+ ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage));
- error = setCompleteTexStorage(storage);
- if (error.isError())
- {
- SafeDelete(storage);
- return error;
- }
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
ASSERT(mTexStorage);
// flush image data to the storage
- error = updateStorage();
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorage(context));
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_3D::createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const
+gl::Error TextureD3D_3D::createCompleteStorage(bool renderTarget,
+ TexStoragePointer *outStorage) const
{
- GLsizei width = getBaseLevelWidth();
- GLsizei height = getBaseLevelHeight();
- GLsizei depth = getBaseLevelDepth();
+ GLsizei width = getLevelZeroWidth();
+ GLsizei height = getLevelZeroHeight();
+ GLsizei depth = getLevelZeroDepth();
GLenum internalFormat = getBaseLevelInternalFormat();
ASSERT(width > 0 && height > 0 && depth > 0);
@@ -2291,40 +2704,44 @@ gl::Error TextureD3D_3D::createCompleteStorage(bool renderTarget, TextureStorage
GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, depth));
// TODO: Verify creation of the storage succeeded
- *outStorage = mRenderer->createTextureStorage3D(internalFormat, renderTarget, width, height, depth, levels);
+ outStorage->reset(mRenderer->createTextureStorage3D(internalFormat, renderTarget, width, height,
+ depth, levels));
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_3D::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
+gl::Error TextureD3D_3D::setCompleteTexStorage(const gl::Context *context,
+ TextureStorage *newCompleteTexStorage)
{
- SafeDelete(mTexStorage);
+ ANGLE_TRY(releaseTexStorage(context));
mTexStorage = newCompleteTexStorage;
mDirtyImages = true;
// We do not support managed 3D storage, as that is D3D9/ES2-only
ASSERT(!mTexStorage->isManaged());
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_3D::updateStorage()
+gl::Error TextureD3D_3D::updateStorage(const gl::Context *context)
{
- ASSERT(mTexStorage != NULL);
+ if (!mDirtyImages)
+ {
+ return gl::NoError();
+ }
+
+ ASSERT(mTexStorage != nullptr);
GLint storageLevels = mTexStorage->getLevelCount();
for (int level = 0; level < storageLevels; level++)
{
if (mImageArray[level]->isDirty() && isLevelComplete(level))
{
- gl::Error error = updateStorageLevel(level);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorageLevel(context, level));
}
}
- return gl::Error(GL_NO_ERROR);
+ mDirtyImages = false;
+ return gl::NoError();
}
bool TextureD3D_3D::isValidLevel(int level) const
@@ -2334,28 +2751,29 @@ bool TextureD3D_3D::isValidLevel(int level) const
bool TextureD3D_3D::isLevelComplete(int level) const
{
- ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+ ASSERT(level >= 0 && level < static_cast<int>(mImageArray.size()) &&
+ mImageArray[level] != nullptr);
if (isImmutable())
{
return true;
}
- GLsizei width = getBaseLevelWidth();
- GLsizei height = getBaseLevelHeight();
- GLsizei depth = getBaseLevelDepth();
+ GLsizei width = getLevelZeroWidth();
+ GLsizei height = getLevelZeroHeight();
+ GLsizei depth = getLevelZeroDepth();
if (width <= 0 || height <= 0 || depth <= 0)
{
return false;
}
- if (level == 0)
+ if (level == static_cast<int>(getBaseLevel()))
{
return true;
}
- ImageD3D *levelImage = mImageArray[level];
+ ImageD3D *levelImage = mImageArray[level].get();
if (levelImage->getInternalFormat() != getBaseLevelInternalFormat())
{
@@ -2385,54 +2803,51 @@ bool TextureD3D_3D::isImageComplete(const gl::ImageIndex &index) const
return isLevelComplete(index.mipIndex);
}
-gl::Error TextureD3D_3D::updateStorageLevel(int level)
+gl::Error TextureD3D_3D::updateStorageLevel(const gl::Context *context, int level)
{
- ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+ ASSERT(level >= 0 && level < static_cast<int>(mImageArray.size()) &&
+ mImageArray[level] != nullptr);
ASSERT(isLevelComplete(level));
if (mImageArray[level]->isDirty())
{
gl::ImageIndex index = gl::ImageIndex::Make3D(level);
gl::Box region(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
- gl::Error error = commitRegion(index, region);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(commitRegion(context, index, region));
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-void TextureD3D_3D::redefineImage(GLint level, GLenum internalformat, const gl::Extents &size)
+gl::Error TextureD3D_3D::redefineImage(const gl::Context *context,
+ GLint level,
+ GLenum internalformat,
+ const gl::Extents &size,
+ bool forceRelease)
{
// If there currently is a corresponding storage texture image, it has these parameters
- const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
- const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
- const int storageDepth = std::max(1, getBaseLevelDepth() >> level);
+ const int storageWidth = std::max(1, getLevelZeroWidth() >> level);
+ const int storageHeight = std::max(1, getLevelZeroHeight() >> level);
+ const int storageDepth = std::max(1, getLevelZeroDepth() >> level);
const GLenum storageFormat = getBaseLevelInternalFormat();
- mImageArray[level]->redefine(GL_TEXTURE_3D, internalformat, size, false);
+ mImageArray[level]->redefine(GL_TEXTURE_3D, internalformat, size, forceRelease);
+ mDirtyImages = mDirtyImages || mImageArray[level]->isDirty();
if (mTexStorage)
{
const int storageLevels = mTexStorage->getLevelCount();
- if ((level >= storageLevels && storageLevels != 0) ||
- size.width != storageWidth ||
- size.height != storageHeight ||
- size.depth != storageDepth ||
- internalformat != storageFormat) // Discard mismatched storage
+ if ((level >= storageLevels && storageLevels != 0) || size.width != storageWidth ||
+ size.height != storageHeight || size.depth != storageDepth ||
+ internalformat != storageFormat) // Discard mismatched storage
{
- for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
- {
- mImageArray[i]->markDirty();
- }
-
- SafeDelete(mTexStorage);
- mDirtyImages = true;
+ markAllImagesDirty();
+ ANGLE_TRY(releaseTexStorage(context));
}
}
+
+ return gl::NoError();
}
gl::ImageIndexIterator TextureD3D_3D::imageIterator() const
@@ -2453,23 +2868,42 @@ bool TextureD3D_3D::isValidIndex(const gl::ImageIndex &index) const
index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount());
}
-TextureD3D_2DArray::TextureD3D_2DArray(RendererD3D *renderer)
- : TextureD3D(renderer)
+void TextureD3D_3D::markAllImagesDirty()
+{
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mImageArray[i]->markDirty();
+ }
+ mDirtyImages = true;
+}
+
+GLint TextureD3D_3D::getLevelZeroDepth() const
+{
+ ASSERT(gl::CountLeadingZeros(static_cast<uint32_t>(getBaseLevelDepth())) > getBaseLevel());
+ return getBaseLevelDepth() << getBaseLevel();
+}
+
+TextureD3D_2DArray::TextureD3D_2DArray(const gl::TextureState &state, RendererD3D *renderer)
+ : TextureD3D(state, renderer)
{
for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
{
mLayerCounts[level] = 0;
- mImageArray[level] = NULL;
+ mImageArray[level] = nullptr;
}
}
-TextureD3D_2DArray::~TextureD3D_2DArray()
+gl::Error TextureD3D_2DArray::onDestroy(const gl::Context *context)
{
- // Delete the Images before the TextureStorage.
- // Images might be relying on the TextureStorage for some of their data.
- // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
+ // Delete the Images before the TextureStorage. Images might be relying on the TextureStorage
+ // for some of their data. If TextureStorage is deleted before the Images, then their data will
+ // be wastefully copied back from the GPU before we delete the Images.
deleteImages();
- SafeDelete(mTexStorage);
+ return TextureD3D::onDestroy(context);
+}
+
+TextureD3D_2DArray::~TextureD3D_2DArray()
+{
}
ImageD3D *TextureD3D_2DArray::getImage(int level, int layer) const
@@ -2477,16 +2911,17 @@ ImageD3D *TextureD3D_2DArray::getImage(int level, int layer) const
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT((layer == 0 && mLayerCounts[level] == 0) ||
layer < mLayerCounts[level]);
- return (mImageArray[level] ? mImageArray[level][layer] : NULL);
+ return (mImageArray[level] ? mImageArray[level][layer] : nullptr);
}
ImageD3D *TextureD3D_2DArray::getImage(const gl::ImageIndex &index) const
{
ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(index.layerIndex != gl::ImageIndex::ENTIRE_LEVEL);
ASSERT((index.layerIndex == 0 && mLayerCounts[index.mipIndex] == 0) ||
index.layerIndex < mLayerCounts[index.mipIndex]);
ASSERT(index.type == GL_TEXTURE_2D_ARRAY);
- return (mImageArray[index.mipIndex] ? mImageArray[index.mipIndex][index.layerIndex] : NULL);
+ return (mImageArray[index.mipIndex] ? mImageArray[index.mipIndex][index.layerIndex] : nullptr);
}
GLsizei TextureD3D_2DArray::getLayerCount(int level) const
@@ -2512,16 +2947,19 @@ GLenum TextureD3D_2DArray::getInternalFormat(GLint level) const
bool TextureD3D_2DArray::isDepth(GLint level) const
{
- return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
+ return gl::GetSizedInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
}
-gl::Error TextureD3D_2DArray::setEGLImageTarget(GLenum target, egl::Image *image)
+gl::Error TextureD3D_2DArray::setEGLImageTarget(const gl::Context *context,
+ GLenum target,
+ egl::Image *image)
{
UNREACHABLE();
- return gl::Error(GL_INVALID_OPERATION);
+ return gl::InternalError();
}
-gl::Error TextureD3D_2DArray::setImage(GLenum target,
+gl::Error TextureD3D_2DArray::setImage(const gl::Context *context,
+ GLenum target,
size_t imageLevel,
GLenum internalFormat,
const gl::Extents &size,
@@ -2532,30 +2970,28 @@ gl::Error TextureD3D_2DArray::setImage(GLenum target,
{
ASSERT(target == GL_TEXTURE_2D_ARRAY);
- GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat, type);
GLint level = static_cast<GLint>(imageLevel);
- redefineImage(level, sizedInternalFormat, size);
+ ANGLE_TRY(redefineImage(context, level, formatInfo.sizedInternalFormat, size, false));
- const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(sizedInternalFormat);
- GLsizei inputDepthPitch = formatInfo.computeDepthPitch(
- type, size.width, size.height, unpack.alignment, unpack.rowLength, unpack.imageHeight);
+ GLsizei inputDepthPitch = 0;
+ ANGLE_TRY_RESULT(formatInfo.computeDepthPitch(type, size.width, size.height, unpack.alignment,
+ unpack.rowLength, unpack.imageHeight),
+ inputDepthPitch);
for (int i = 0; i < size.depth; i++)
{
const ptrdiff_t layerOffset = (inputDepthPitch * i);
gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, i);
- gl::Error error = setImageImpl(index, type, unpack, pixels, layerOffset);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(setImageImpl(context, index, type, unpack, pixels, layerOffset));
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_2DArray::setSubImage(GLenum target,
+gl::Error TextureD3D_2DArray::setSubImage(const gl::Context *context,
+ GLenum target,
size_t imageLevel,
const gl::Box &area,
GLenum format,
@@ -2565,9 +3001,12 @@ gl::Error TextureD3D_2DArray::setSubImage(GLenum target,
{
ASSERT(target == GL_TEXTURE_2D_ARRAY);
GLint level = static_cast<GLint>(imageLevel);
- const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(getInternalFormat(level));
- GLsizei inputDepthPitch = formatInfo.computeDepthPitch(
- type, area.width, area.height, unpack.alignment, unpack.rowLength, unpack.imageHeight);
+ const gl::InternalFormat &formatInfo =
+ gl::GetInternalFormatInfo(getInternalFormat(level), type);
+ GLsizei inputDepthPitch = 0;
+ ANGLE_TRY_RESULT(formatInfo.computeDepthPitch(type, area.width, area.height, unpack.alignment,
+ unpack.rowLength, unpack.imageHeight),
+ inputDepthPitch);
for (int i = 0; i < area.depth; i++)
{
@@ -2577,17 +3016,15 @@ gl::Error TextureD3D_2DArray::setSubImage(GLenum target,
gl::Box layerArea(area.x, area.y, 0, area.width, area.height, 1);
gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer);
- gl::Error error = TextureD3D::subImage(index, layerArea, format, type, unpack, pixels, layerOffset);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(TextureD3D::subImage(context, index, layerArea, format, type, unpack, pixels,
+ layerOffset));
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_2DArray::setCompressedImage(GLenum target,
+gl::Error TextureD3D_2DArray::setCompressedImage(const gl::Context *context,
+ GLenum target,
size_t imageLevel,
GLenum internalFormat,
const gl::Extents &size,
@@ -2599,35 +3036,41 @@ gl::Error TextureD3D_2DArray::setCompressedImage(GLenum target,
GLint level = static_cast<GLint>(imageLevel);
// compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
- redefineImage(level, internalFormat, size);
+ ANGLE_TRY(redefineImage(context, level, internalFormat, size, false));
- const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat);
- GLsizei inputDepthPitch =
- formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, size.width, size.height, 1, 0, 0);
+ const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(internalFormat);
+ GLsizei inputDepthPitch = 0;
+ ANGLE_TRY_RESULT(
+ formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, size.width, size.height, 1, 0, 0),
+ inputDepthPitch);
for (int i = 0; i < size.depth; i++)
{
const ptrdiff_t layerOffset = (inputDepthPitch * i);
gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, i);
- gl::Error error = setCompressedImageImpl(index, unpack, pixels, layerOffset);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(setCompressedImageImpl(context, index, unpack, pixels, layerOffset));
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_2DArray::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
- const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels)
+gl::Error TextureD3D_2DArray::setCompressedSubImage(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ const gl::Box &area,
+ GLenum format,
+ const gl::PixelUnpackState &unpack,
+ size_t imageSize,
+ const uint8_t *pixels)
{
ASSERT(target == GL_TEXTURE_2D_ARRAY);
- const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(format);
- GLsizei inputDepthPitch =
- formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, area.width, area.height, 1, 0, 0);
+ const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(format);
+ GLsizei inputDepthPitch = 0;
+ ANGLE_TRY_RESULT(
+ formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, area.width, area.height, 1, 0, 0),
+ inputDepthPitch);
for (int i = 0; i < area.depth; i++)
{
@@ -2637,30 +3080,27 @@ gl::Error TextureD3D_2DArray::setCompressedSubImage(GLenum target, size_t level,
gl::Box layerArea(area.x, area.y, 0, area.width, area.height, 1);
gl::ImageIndex index = gl::ImageIndex::Make2DArray(static_cast<GLint>(level), layer);
- gl::Error error = TextureD3D::subImageCompressed(index, layerArea, format, unpack, pixels, layerOffset);
- if (error.isError())
- {
- return error;
- }
-
- error = commitRegion(index, layerArea);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(TextureD3D::subImageCompressed(context, index, layerArea, format, unpack, pixels,
+ layerOffset));
+ ANGLE_TRY(commitRegion(context, index, layerArea));
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_2DArray::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
+gl::Error TextureD3D_2DArray::copyImage(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ const gl::Rectangle &sourceArea,
+ GLenum internalFormat,
const gl::Framebuffer *source)
{
UNIMPLEMENTED();
- return gl::Error(GL_INVALID_OPERATION, "Copying 2D array textures is unimplemented.");
+ return gl::InternalError() << "Copying 2D array textures is unimplemented.";
}
-gl::Error TextureD3D_2DArray::copySubImage(GLenum target,
+gl::Error TextureD3D_2DArray::copySubImage(const gl::Context *context,
+ GLenum target,
size_t imageLevel,
const gl::Offset &destOffset,
const gl::Rectangle &sourceArea,
@@ -2671,46 +3111,45 @@ gl::Error TextureD3D_2DArray::copySubImage(GLenum target,
GLint level = static_cast<GLint>(imageLevel);
gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, destOffset.z);
- if (canCreateRenderTargetForImage(index))
+ gl::Extents fbSize = source->getReadColorbuffer()->getSize();
+ gl::Rectangle clippedSourceArea;
+ if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height),
+ &clippedSourceArea))
{
- gl::Offset destLayerOffset(destOffset.x, destOffset.y, 0);
- gl::Error error = mImageArray[level][destOffset.z]->copyFromFramebuffer(destLayerOffset,
- sourceArea, source);
- if (error.isError())
- {
- return error;
- }
+ return gl::NoError();
+ }
+ const gl::Offset clippedDestOffset(destOffset.x + clippedSourceArea.x - sourceArea.x,
+ destOffset.y + clippedSourceArea.y - sourceArea.y,
+ destOffset.z);
+ if (!canCreateRenderTargetForImage(index))
+ {
+ gl::Offset destLayerOffset(clippedDestOffset.x, clippedDestOffset.y, 0);
+ ANGLE_TRY(mImageArray[level][clippedDestOffset.z]->copyFromFramebuffer(
+ context, destLayerOffset, clippedSourceArea, source));
mDirtyImages = true;
}
else
{
- gl::Error error = ensureRenderTarget();
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(ensureRenderTarget(context));
if (isValidLevel(level))
{
- error = updateStorageLevel(level);
- if (error.isError())
- {
- return error;
- }
-
- error = mRenderer->copyImage2DArray(source, sourceArea, gl::GetInternalFormatInfo(getInternalFormat(0)).format,
- destOffset, mTexStorage, level);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorageLevel(context, level));
+ ANGLE_TRY(
+ mRenderer->copyImage2DArray(context, source, clippedSourceArea,
+ gl::GetUnsizedFormat(getInternalFormat(getBaseLevel())),
+ clippedDestOffset, mTexStorage, level));
}
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_2DArray::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size)
+gl::Error TextureD3D_2DArray::setStorage(const gl::Context *context,
+ GLenum target,
+ size_t levels,
+ GLenum internalFormat,
+ const gl::Extents &size)
{
ASSERT(target == GL_TEXTURE_2D_ARRAY);
@@ -2738,124 +3177,103 @@ gl::Error TextureD3D_2DArray::setStorage(GLenum target, size_t levels, GLenum in
}
// TODO(geofflang): Verify storage creation had no errors
- bool renderTarget = IsRenderTargetUsage(mUsage);
- TextureStorage *storage =
- mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, size.width,
- size.height, size.depth, static_cast<int>(levels));
+ bool renderTarget = IsRenderTargetUsage(mState.getUsage());
+ TexStoragePointer storage(context);
+ storage.reset(mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, size.width,
+ size.height, size.depth,
+ static_cast<int>(levels)));
- gl::Error error = setCompleteTexStorage(storage);
- if (error.isError())
- {
- SafeDelete(storage);
- return error;
- }
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
- error = updateStorage();
-
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorage(context));
mImmutable = true;
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-void TextureD3D_2DArray::bindTexImage(egl::Surface *surface)
+gl::Error TextureD3D_2DArray::bindTexImage(const gl::Context *context, egl::Surface *surface)
{
UNREACHABLE();
+ return gl::InternalError();
}
-void TextureD3D_2DArray::releaseTexImage()
+gl::Error TextureD3D_2DArray::releaseTexImage(const gl::Context *context)
{
UNREACHABLE();
+ return gl::InternalError();
}
-
-void TextureD3D_2DArray::initMipmapsImages()
+gl::Error TextureD3D_2DArray::initMipmapImages(const gl::Context *context)
{
- int baseWidth = getBaseLevelWidth();
- int baseHeight = getBaseLevelHeight();
- int baseDepth = getLayerCount(0);
+ const GLuint baseLevel = mState.getEffectiveBaseLevel();
+ const GLuint maxLevel = mState.getMipmapMaxLevel();
+ int baseWidth = getLevelZeroWidth();
+ int baseHeight = getLevelZeroHeight();
+ int baseDepth = getLayerCount(getBaseLevel());
GLenum baseFormat = getBaseLevelInternalFormat();
- // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
- int levelCount = mipLevels();
- for (int level = 1; level < levelCount; level++)
+ // Purge array levels baseLevel + 1 through q and reset them to represent the generated mipmap
+ // levels.
+ for (GLuint level = baseLevel + 1u; level <= maxLevel; level++)
{
+ ASSERT((baseWidth >> level) > 0 || (baseHeight >> level) > 0);
gl::Extents levelLayerSize(std::max(baseWidth >> level, 1),
std::max(baseHeight >> level, 1),
baseDepth);
- redefineImage(level, baseFormat, levelLayerSize);
+ ANGLE_TRY(redefineImage(context, level, baseFormat, levelLayerSize, false));
}
+
+ return gl::NoError();
}
-gl::Error TextureD3D_2DArray::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+gl::Error TextureD3D_2DArray::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
{
// ensure the underlying texture is created
- gl::Error error = ensureRenderTarget();
- if (error.isError())
- {
- return error;
- }
-
- error = updateStorageLevel(index.mipIndex);
- if (error.isError())
- {
- return error;
- }
-
- return mTexStorage->getRenderTarget(index, outRT);
+ ANGLE_TRY(ensureRenderTarget(context));
+ ANGLE_TRY(updateStorageLevel(context, index.mipIndex));
+ return mTexStorage->getRenderTarget(context, index, outRT);
}
-gl::Error TextureD3D_2DArray::initializeStorage(bool renderTarget)
+gl::Error TextureD3D_2DArray::initializeStorage(const gl::Context *context, bool renderTarget)
{
// Only initialize the first time this texture is used as a render target or shader resource
if (mTexStorage)
{
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
// do not attempt to create storage for nonexistant data
- if (!isLevelComplete(0))
+ if (!isLevelComplete(getBaseLevel()))
{
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
- bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage()));
- TextureStorage *storage = NULL;
- gl::Error error = createCompleteStorage(createRenderTarget, &storage);
- if (error.isError())
- {
- return error;
- }
+ TexStoragePointer storage(context);
+ ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage));
- error = setCompleteTexStorage(storage);
- if (error.isError())
- {
- SafeDelete(storage);
- return error;
- }
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
ASSERT(mTexStorage);
// flush image data to the storage
- error = updateStorage();
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorage(context));
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_2DArray::createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const
+gl::Error TextureD3D_2DArray::createCompleteStorage(bool renderTarget,
+ TexStoragePointer *outStorage) const
{
- GLsizei width = getBaseLevelWidth();
- GLsizei height = getBaseLevelHeight();
- GLsizei depth = getLayerCount(0);
+ GLsizei width = getLevelZeroWidth();
+ GLsizei height = getLevelZeroHeight();
+ GLsizei depth = getLayerCount(getBaseLevel());
GLenum internalFormat = getBaseLevelInternalFormat();
ASSERT(width > 0 && height > 0 && depth > 0);
@@ -2864,40 +3282,44 @@ gl::Error TextureD3D_2DArray::createCompleteStorage(bool renderTarget, TextureSt
GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
// TODO(geofflang): Verify storage creation succeeds
- *outStorage = mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, width, height, depth, levels);
+ outStorage->reset(mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, width,
+ height, depth, levels));
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_2DArray::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
+gl::Error TextureD3D_2DArray::setCompleteTexStorage(const gl::Context *context,
+ TextureStorage *newCompleteTexStorage)
{
- SafeDelete(mTexStorage);
+ ANGLE_TRY(releaseTexStorage(context));
mTexStorage = newCompleteTexStorage;
mDirtyImages = true;
// We do not support managed 2D array storage, as managed storage is ES2/D3D9 only
ASSERT(!mTexStorage->isManaged());
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error TextureD3D_2DArray::updateStorage()
+gl::Error TextureD3D_2DArray::updateStorage(const gl::Context *context)
{
- ASSERT(mTexStorage != NULL);
+ if (!mDirtyImages)
+ {
+ return gl::NoError();
+ }
+
+ ASSERT(mTexStorage != nullptr);
GLint storageLevels = mTexStorage->getLevelCount();
for (int level = 0; level < storageLevels; level++)
{
if (isLevelComplete(level))
{
- gl::Error error = updateStorageLevel(level);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(updateStorageLevel(context, level));
}
}
- return gl::Error(GL_NO_ERROR);
+ mDirtyImages = false;
+ return gl::NoError();
}
bool TextureD3D_2DArray::isValidLevel(int level) const
@@ -2914,21 +3336,29 @@ bool TextureD3D_2DArray::isLevelComplete(int level) const
return true;
}
- GLsizei width = getBaseLevelWidth();
- GLsizei height = getBaseLevelHeight();
- GLsizei layers = getLayerCount(0);
+ GLsizei width = getLevelZeroWidth();
+ GLsizei height = getLevelZeroHeight();
- if (width <= 0 || height <= 0 || layers <= 0)
+ if (width <= 0 || height <= 0)
{
return false;
}
- if (level == 0)
+ // Layers check needs to happen after the above checks, otherwise out-of-range base level may be
+ // queried.
+ GLsizei layers = getLayerCount(getBaseLevel());
+
+ if (layers <= 0)
+ {
+ return false;
+ }
+
+ if (level == static_cast<int>(getBaseLevel()))
{
return true;
}
- if (getInternalFormat(level) != getInternalFormat(0))
+ if (getInternalFormat(level) != getInternalFormat(getBaseLevel()))
{
return false;
}
@@ -2956,27 +3386,23 @@ bool TextureD3D_2DArray::isImageComplete(const gl::ImageIndex &index) const
return isLevelComplete(index.mipIndex);
}
-gl::Error TextureD3D_2DArray::updateStorageLevel(int level)
+gl::Error TextureD3D_2DArray::updateStorageLevel(const gl::Context *context, int level)
{
- ASSERT(level >= 0 && level < (int)ArraySize(mLayerCounts));
+ ASSERT(level >= 0 && level < static_cast<int>(ArraySize(mLayerCounts)));
ASSERT(isLevelComplete(level));
for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
- ASSERT(mImageArray[level] != NULL && mImageArray[level][layer] != NULL);
+ ASSERT(mImageArray[level] != nullptr && mImageArray[level][layer] != nullptr);
if (mImageArray[level][layer]->isDirty())
{
gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer);
gl::Box region(0, 0, 0, getWidth(level), getHeight(level), 1);
- gl::Error error = commitRegion(index, region);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(commitRegion(context, index, region));
}
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
void TextureD3D_2DArray::deleteImages()
@@ -2988,18 +3414,26 @@ void TextureD3D_2DArray::deleteImages()
delete mImageArray[level][layer];
}
delete[] mImageArray[level];
- mImageArray[level] = NULL;
+ mImageArray[level] = nullptr;
mLayerCounts[level] = 0;
}
}
-void TextureD3D_2DArray::redefineImage(GLint level, GLenum internalformat, const gl::Extents &size)
+gl::Error TextureD3D_2DArray::redefineImage(const gl::Context *context,
+ GLint level,
+ GLenum internalformat,
+ const gl::Extents &size,
+ bool forceRelease)
{
// If there currently is a corresponding storage texture image, it has these parameters
- const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
- const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
- const int storageDepth = getLayerCount(0);
- const GLenum storageFormat = getBaseLevelInternalFormat();
+ const int storageWidth = std::max(1, getLevelZeroWidth() >> level);
+ const int storageHeight = std::max(1, getLevelZeroHeight() >> level);
+ const GLuint baseLevel = getBaseLevel();
+ int storageDepth = 0;
+ if (baseLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ storageDepth = getLayerCount(baseLevel);
+ }
// Only reallocate the layers if the size doesn't match
if (size.depth != mLayerCounts[level])
@@ -3026,33 +3460,27 @@ void TextureD3D_2DArray::redefineImage(GLint level, GLenum internalformat, const
for (int layer = 0; layer < mLayerCounts[level]; layer++)
{
mImageArray[level][layer]->redefine(GL_TEXTURE_2D_ARRAY, internalformat,
- gl::Extents(size.width, size.height, 1), false);
+ gl::Extents(size.width, size.height, 1),
+ forceRelease);
+ mDirtyImages = mDirtyImages || mImageArray[level][layer]->isDirty();
}
}
if (mTexStorage)
{
+ const GLenum storageFormat = getBaseLevelInternalFormat();
const int storageLevels = mTexStorage->getLevelCount();
- if ((level >= storageLevels && storageLevels != 0) ||
- size.width != storageWidth ||
- size.height != storageHeight ||
- size.depth != storageDepth ||
- internalformat != storageFormat) // Discard mismatched storage
+ if ((level >= storageLevels && storageLevels != 0) || size.width != storageWidth ||
+ size.height != storageHeight || size.depth != storageDepth ||
+ internalformat != storageFormat) // Discard mismatched storage
{
- for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++)
- {
- for (int dirtyLayer = 0; dirtyLayer < mLayerCounts[dirtyLevel]; dirtyLayer++)
- {
- mImageArray[dirtyLevel][dirtyLayer]->markDirty();
- }
- }
-
- delete mTexStorage;
- mTexStorage = NULL;
- mDirtyImages = true;
+ markAllImagesDirty();
+ ANGLE_TRY(releaseTexStorage(context));
}
}
+
+ return gl::NoError();
}
gl::ImageIndexIterator TextureD3D_2DArray::imageIterator() const
@@ -3083,4 +3511,464 @@ bool TextureD3D_2DArray::isValidIndex(const gl::ImageIndex &index) const
return (!index.hasLayer() || (index.layerIndex >= 0 && index.layerIndex < mLayerCounts[index.mipIndex]));
}
+void TextureD3D_2DArray::markAllImagesDirty()
+{
+ for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++)
+ {
+ for (int dirtyLayer = 0; dirtyLayer < mLayerCounts[dirtyLevel]; dirtyLayer++)
+ {
+ mImageArray[dirtyLevel][dirtyLayer]->markDirty();
+ }
+ }
+ mDirtyImages = true;
+}
+
+TextureD3D_External::TextureD3D_External(const gl::TextureState &state, RendererD3D *renderer)
+ : TextureD3D(state, renderer)
+{
+}
+
+TextureD3D_External::~TextureD3D_External()
+{
+}
+
+ImageD3D *TextureD3D_External::getImage(const gl::ImageIndex &index) const
+{
+ UNREACHABLE();
+ return nullptr;
+}
+
+GLsizei TextureD3D_External::getLayerCount(int level) const
+{
+ return 1;
+}
+
+gl::Error TextureD3D_External::setImage(const gl::Context *context,
+ GLenum target,
+ size_t imageLevel,
+ GLenum internalFormat,
+ const gl::Extents &size,
+ GLenum format,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels)
+{
+ // Image setting is not supported for external images
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+gl::Error TextureD3D_External::setSubImage(const gl::Context *context,
+ GLenum target,
+ size_t imageLevel,
+ const gl::Box &area,
+ GLenum format,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels)
+{
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+gl::Error TextureD3D_External::setCompressedImage(const gl::Context *context,
+ GLenum target,
+ size_t imageLevel,
+ GLenum internalFormat,
+ const gl::Extents &size,
+ const gl::PixelUnpackState &unpack,
+ size_t imageSize,
+ const uint8_t *pixels)
+{
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+gl::Error TextureD3D_External::setCompressedSubImage(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ const gl::Box &area,
+ GLenum format,
+ const gl::PixelUnpackState &unpack,
+ size_t imageSize,
+ const uint8_t *pixels)
+{
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+gl::Error TextureD3D_External::copyImage(const gl::Context *context,
+ GLenum target,
+ size_t imageLevel,
+ const gl::Rectangle &sourceArea,
+ GLenum internalFormat,
+ const gl::Framebuffer *source)
+{
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+gl::Error TextureD3D_External::copySubImage(const gl::Context *context,
+ GLenum target,
+ size_t imageLevel,
+ const gl::Offset &destOffset,
+ const gl::Rectangle &sourceArea,
+ const gl::Framebuffer *source)
+{
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+gl::Error TextureD3D_External::setStorage(const gl::Context *context,
+ GLenum target,
+ size_t levels,
+ GLenum internalFormat,
+ const gl::Extents &size)
+{
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+gl::Error TextureD3D_External::setImageExternal(const gl::Context *context,
+ GLenum target,
+ egl::Stream *stream,
+ const egl::Stream::GLTextureDescription &desc)
+{
+ ASSERT(target == GL_TEXTURE_EXTERNAL_OES);
+
+ ANGLE_TRY(releaseTexStorage(context));
+
+ // If the stream is null, the external image is unbound and we release the storage
+ if (stream != nullptr)
+ {
+ mTexStorage = mRenderer->createTextureStorageExternal(stream, desc);
+ }
+
+ return gl::NoError();
+}
+
+gl::Error TextureD3D_External::bindTexImage(const gl::Context *context, egl::Surface *surface)
+{
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+gl::Error TextureD3D_External::releaseTexImage(const gl::Context *context)
+{
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+gl::Error TextureD3D_External::setEGLImageTarget(const gl::Context *context,
+ GLenum target,
+ egl::Image *image)
+{
+ EGLImageD3D *eglImaged3d = GetImplAs<EGLImageD3D>(image);
+
+ // Pass in the RenderTargetD3D here: createTextureStorage can't generate an error.
+ RenderTargetD3D *renderTargetD3D = nullptr;
+ ANGLE_TRY(eglImaged3d->getRenderTarget(context, &renderTargetD3D));
+
+ ANGLE_TRY(releaseTexStorage(context));
+ mTexStorage = mRenderer->createTextureStorageEGLImage(eglImaged3d, renderTargetD3D);
+
+ return gl::NoError();
+}
+
+gl::Error TextureD3D_External::initMipmapImages(const gl::Context *context)
+{
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+gl::Error TextureD3D_External::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
+{
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+bool TextureD3D_External::isImageComplete(const gl::ImageIndex &index) const
+{
+ return (index.mipIndex == 0) ? (mTexStorage != nullptr) : false;
+}
+
+gl::Error TextureD3D_External::initializeStorage(const gl::Context *context, bool renderTarget)
+{
+ // Texture storage is created when an external image is bound
+ ASSERT(mTexStorage);
+ return gl::NoError();
+}
+
+gl::Error TextureD3D_External::createCompleteStorage(bool renderTarget,
+ TexStoragePointer *outStorage) const
+{
+ UNREACHABLE();
+ return gl::NoError();
+}
+
+gl::Error TextureD3D_External::setCompleteTexStorage(const gl::Context *context,
+ TextureStorage *newCompleteTexStorage)
+{
+ UNREACHABLE();
+ return gl::NoError();
+}
+
+gl::Error TextureD3D_External::updateStorage(const gl::Context *context)
+{
+ // Texture storage does not need to be updated since it is already loaded with the latest
+ // external image
+ ASSERT(mTexStorage);
+ return gl::NoError();
+}
+
+gl::ImageIndexIterator TextureD3D_External::imageIterator() const
+{
+ return gl::ImageIndexIterator::Make2D(0, mTexStorage->getLevelCount());
+}
+
+gl::ImageIndex TextureD3D_External::getImageIndex(GLint mip, GLint /*layer*/) const
+{
+ // "layer" does not apply to 2D Textures.
+ return gl::ImageIndex::Make2D(mip);
+}
+
+bool TextureD3D_External::isValidIndex(const gl::ImageIndex &index) const
+{
+ return (mTexStorage && index.type == GL_TEXTURE_EXTERNAL_OES && index.mipIndex == 0);
+}
+
+void TextureD3D_External::markAllImagesDirty()
+{
+ UNREACHABLE();
+}
+
+TextureD3D_2DMultisample::TextureD3D_2DMultisample(const gl::TextureState &state,
+ RendererD3D *renderer)
+ : TextureD3D(state, renderer)
+{
+}
+
+TextureD3D_2DMultisample::~TextureD3D_2DMultisample()
+{
+}
+
+ImageD3D *TextureD3D_2DMultisample::getImage(const gl::ImageIndex &index) const
+{
+ return nullptr;
+}
+
+gl::Error TextureD3D_2DMultisample::setImage(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ GLenum internalFormat,
+ const gl::Extents &size,
+ GLenum format,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels)
+{
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+gl::Error TextureD3D_2DMultisample::setSubImage(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ const gl::Box &area,
+ GLenum format,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels)
+{
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+gl::Error TextureD3D_2DMultisample::setCompressedImage(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ GLenum internalFormat,
+ const gl::Extents &size,
+ const gl::PixelUnpackState &unpack,
+ size_t imageSize,
+ const uint8_t *pixels)
+{
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+gl::Error TextureD3D_2DMultisample::setCompressedSubImage(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ const gl::Box &area,
+ GLenum format,
+ const gl::PixelUnpackState &unpack,
+ size_t imageSize,
+ const uint8_t *pixels)
+{
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+gl::Error TextureD3D_2DMultisample::copyImage(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ const gl::Rectangle &sourceArea,
+ GLenum internalFormat,
+ const gl::Framebuffer *source)
+{
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+gl::Error TextureD3D_2DMultisample::copySubImage(const gl::Context *context,
+ GLenum target,
+ size_t level,
+ const gl::Offset &destOffset,
+ const gl::Rectangle &sourceArea,
+ const gl::Framebuffer *source)
+{
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+gl::Error TextureD3D_2DMultisample::setStorageMultisample(const gl::Context *context,
+ GLenum target,
+ GLsizei samples,
+ GLint internalFormat,
+ const gl::Extents &size,
+ bool fixedSampleLocations)
+{
+ ASSERT(target == GL_TEXTURE_2D_MULTISAMPLE && size.depth == 1);
+
+ TexStoragePointer storage(context);
+ storage.reset(mRenderer->createTextureStorage2DMultisample(internalFormat, size.width,
+ size.height, static_cast<int>(0),
+ samples, fixedSampleLocations));
+
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
+
+ ANGLE_TRY(updateStorage(context));
+
+ mImmutable = false;
+
+ return gl::NoError();
+}
+
+gl::Error TextureD3D_2DMultisample::bindTexImage(const gl::Context *context, egl::Surface *surface)
+{
+ UNREACHABLE();
+ return gl::NoError();
+}
+
+gl::Error TextureD3D_2DMultisample::releaseTexImage(const gl::Context *context)
+{
+ UNREACHABLE();
+ return gl::NoError();
+}
+
+gl::Error TextureD3D_2DMultisample::setEGLImageTarget(const gl::Context *context,
+ GLenum target,
+ egl::Image *image)
+{
+ UNREACHABLE();
+ return gl::InternalError();
+}
+
+gl::Error TextureD3D_2DMultisample::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
+{
+ ASSERT(!index.hasLayer());
+
+ // ensure the underlying texture is created
+ ANGLE_TRY(ensureRenderTarget(context));
+
+ return mTexStorage->getRenderTarget(context, index, outRT);
+}
+
+gl::ImageIndexIterator TextureD3D_2DMultisample::imageIterator() const
+{
+ return gl::ImageIndexIterator::Make2DMultisample();
+}
+
+gl::ImageIndex TextureD3D_2DMultisample::getImageIndex(GLint mip, GLint layer) const
+{
+ return gl::ImageIndex::Make2DMultisample();
+}
+
+bool TextureD3D_2DMultisample::isValidIndex(const gl::ImageIndex &index) const
+{
+ return (mTexStorage && index.type == GL_TEXTURE_2D_MULTISAMPLE && index.mipIndex == 0);
+}
+
+GLsizei TextureD3D_2DMultisample::getLayerCount(int level) const
+{
+ return 1;
}
+
+void TextureD3D_2DMultisample::markAllImagesDirty()
+{
+}
+
+gl::Error TextureD3D_2DMultisample::initializeStorage(const gl::Context *context, bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return gl::NoError();
+ }
+
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage()));
+
+ TexStoragePointer storage(context);
+ ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage));
+
+ ANGLE_TRY(setCompleteTexStorage(context, storage.get()));
+ storage.release();
+
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ ANGLE_TRY(updateStorage(context));
+
+ return gl::NoError();
+}
+
+gl::Error TextureD3D_2DMultisample::createCompleteStorage(bool renderTarget,
+ TexStoragePointer *outStorage) const
+{
+ outStorage->reset(mTexStorage);
+
+ return gl::NoError();
+}
+
+gl::Error TextureD3D_2DMultisample::setCompleteTexStorage(const gl::Context *context,
+ TextureStorage *newCompleteTexStorage)
+{
+ ANGLE_TRY(releaseTexStorage(context));
+ mTexStorage = newCompleteTexStorage;
+
+ return gl::NoError();
+}
+
+gl::Error TextureD3D_2DMultisample::updateStorage(const gl::Context *context)
+{
+ return gl::NoError();
+}
+
+gl::Error TextureD3D_2DMultisample::initMipmapImages(const gl::Context *context)
+{
+ UNIMPLEMENTED();
+ return gl::NoError();
+}
+
+bool TextureD3D_2DMultisample::isImageComplete(const gl::ImageIndex &index) const
+{
+ return true;
+}
+
+} // namespace rx